Escolar Documentos
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VOLUME 6 | NÚMERO 1
SEMESTRAL
ISSN (ONLINE): 2184 – 3090
ERC: 127195
«W
omen have always played a
crucial role in art. It is no
coincidence or accident that the
founding myths of the West feature female figures
as the loyal guardians and protectors of the arts:
Athena in Greek culture and Minerva in Roman
culture.
«A
s mulheres sempre
desempenharam um papel decisivo
na questão artística. Aliás, não será
coincidência, nem tão-pouco acaso, que nas
mitologias fundadoras do ocidente sejam as
figuras femininas as fiéis guardiães e as
protetoras das artes: Atenas na cultura
helenística; Minerva na cultura romana.
E-mail: geral@ponteditora.org
URL: Ponteditora – Formar uma pátria de língua portuguesa tendo por base a ciência.
ERC: 127195
EQUIPA EDITORIAL
EDITORA-CHEFE
EDITORA ADJUNTA
EDITORES ASSOCIADOS
Daniela Flor Coelho Melo - PhD em Ciência Política, Professora Assistente da Universidade
de Boston, Estados Unidos da América.
Fabrizio Ricciardelli - PhD em História Medieval, Diretor do Centro de Florença da
Universidade de Kent, foi Professor de História da Universidade de Georgetown em Villa Le
Balze, Itália.
Francisco das Neves Alves - PhD em História, Professor Titular da Universidade Federal
do Rio Grande, Brasil.
CONSELHO CIENTÍFICO
Ana Maria Pires da Silva - PhD em Antropologia, foi Quadro Superior no Ministério da
Educação; Lecionou a disciplina de Introdução ao Pensamento Contemporâneo na Universidade
Lusófona; Vice-Presidente da Secção de História da Medicina da Sociedade de Geografia de
Lisboa; Fundadora e Presidente do Conselho Fiscal da AC RIM - Associação de Cancro do Rim
Portugal; Voluntária no Arquivo Histórico do Patriarcado de Lisboa, Portugal.
Ana Pérez-Quiroga - PhD em Arte Contemporânea. Artista. Investigadora no Center for Art
and Artistic Research CHAIA-EU, Portugal.
António Almeida - PhD pela Universidade de Newcastle upon Tyne. Equivalência ao grau
de Doutor em Ciências Económicas e Empresariais pela Universidade dos Açores. Docente da
Faculdade de Ciências Sociais da Universidade da Madeira, Portugal.
Ayse Nur Erek - PhD em História da Arte, Moderna e Contemporânea, História Urbana e
Património Cultural, Professora Associada na Universidade de Istambul, Turquia.
Dionísio Vila Maior - PhD em Literatura Portuguesa, Professor Associado com Agregação
na Universidade Aberta; Professor Visitante da Universidade de Pádua (Itália) e da Universidade
de Marie Curie (Polónia); Júri da Associação Portuguesa de Escritores (APE), Portugal.
Dora Maria Nunes Gago - PhD em Línguas e Literaturas Românticas, Professora Associada
da Universidade de Macau, China.
Francisco das Neves Alves - PhD em História, Professor Titular da Universidade Federal
do Rio Grande, Brasil.
Isabel Cristina Ferreira Neves Baltazar - PhD em História e Teoria das ideias, Instituto de
História Contemporânea (IHC) da Faculdade de Ciências Sociais e Humanas da Universidade
Nova de Lisboa.
Isabel Idelzuite Lustosa da Costa - PhD em Ciência Política, CHAM - Universidade Nova
de Lisboa, Portugal.
Joana Maria Balsa Carvalho de Pinho - PhD em História da Arte, Artis - Instituto de História
da Arte, Faculdade de Letras da Universidade de Lisboa, Portugal.
João Paulo Queiroz - PhD em Belas Artes especialidade Teoria da Imagem. Professor
Universidade de Lisboa, Faculdade de Belas Artes, Portugal.
Maria Idalina Ferreira Pereira Sardinha - PhD em Estudos da Arte, Conselho de Cultura
da Universidade da Madeira, Portugal.
Mário Vítor Bastos - PhD em Literatura Inglesa, Professor Auxiliar do Centro de Estudos
Anglísticos da Universidade de Lisboa, Portugal.
Roberta Maria Bueno Bocchi - PhD em Educação, Pontifícia Universidade Católica de São
Paulo; FINEDUCA; Secretaria Estadual de Educação do Estado de São Paulo, Brasil.
Rossana Andreia Neves dos Santos - PhD em Turismo, Universidade da Madeira, Portugal.
Sílvia Maria Cabrita Nogueira Amaral da Silva Ferreira - PhD em História da Arte,
Investigadora Contratada do Instituto de História da Arte da Faculdade de Ciências Sociais e
Humanas da Universidade Nova de Lisboa, Portugal.
Susana Teles - PhD em Gestão pela Universidade Lusíada. Pró-Reitora e Diretora de Curso
do Mestrado em Gestão Hoteleira, Universidade da Madeira, Portugal.
Vitor Serrão - PhD em História da Arte pela Universidade de Coimbra. Professor Catedrático
na FLUL / ARTIS-IHA Instituto de História da Arte, Portugal.
CONSELHO EDITORIAL
ÍNDICE
EDITORIAL
EDITORIAL
10.29073/heranca.v6i1.724
PREÂMBULO-EDITORIAL
But in ourselves
Lisboa, 8 de Março
C
om este número especial abrimos o ano de 2023 no que diz respeito à publicação da
nossa Herança, revista de História, Património e Cultura.
Tempos difíceis os que correm, sabemos, porém sempre mais difíceis para as/os mais
vulneráveis entre os quais se encontram invariavelmente, e em maior número, as mulheres, mais
ainda quanto maiores forem as assimetrias salariais, étnicas, e outras, acentuando a
multiplicidade das discriminações. Os dados evidenciados pelas estatísticas falam alto, mas as
formas de combate premente perante esses indicadores tardam, ou não são suficientes. Razão
bastante diríamos para com mais persistência procurar alertar, sensibilizar, concertar esforços,
para que cada vez mais se vá deixando claro que o caminho da violência, da intolerância e da
desumanização não é o que nos serve e, menos ainda, aquele que desejamos.
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Dada a natureza deste número ousamos sugerir uma consulta à página que revela uma série de
bravas mulheres que se bateram por defesa de causa justa simbolicamente denunciando e
reclamando:
Várias são as interpretações do modo como proceder para enfrentar e erradicar estereótipos,
más práticas, porém, no espaço que aqui nos é permitido, avançamos pela positiva e sugerimos
a leitura do artigo Why do we still define female artists as wives, friends and muses? | Katy Hessel
| The Guardian e damos visibilidade ao facto de pela primeira vez trazermos à luz um número
coordenado por duas mulheres, editoras de um número especial, que o é por variados motivos.
Em rigor, por ser, na verdade, o primeiro. Ainda que antevejamos possam vir muitos outros a
caminho…
Especial, por procurar ampliar a via da internacionalização, como parte da nossa visão
estratégica, sendo o primeiro número inteiramente bilingue, de que nos orgulhamos.
Especial, também, porque resulta de uma chamada em torno de um tópico escolhido para o efeito
pelas editoras convidadas, a quem muito agradecemos terem aceitado o repto - Gabriele Salciute
Civiliene e Kristen Schuster, do Departamento de Humanidades Digitais do King’s College,
Londres, em conjunto com a equipa da Herança e da Ponteditora – ou seja, alcançando uma via
conciliatória entre áreas científicas que se articulam no domínio da interdisciplinaridade com as
SSH e as STEM debaixo do título: «Interdisciplinary Perspectives on Digital Experiment in
Museology and Museum Design».
A presença das mulheres nas áreas tecnológicas e digitais tem vindo a ser equacionada e a
vertente humanidade digitais tem, em nosso entender, possibilitado a sua entrada, amplificado a
sua integração de modo sistemático e sustentado. Saliento aqui o grupo DARIAH- WWIH Women
Writers in History Women Writers in History | DARIAH e a recente integração da WWR – Women
Writers Route como Cultural Route do Conselho da Europa. Women Writers Route Receives
Certificate of the Cultural Route of the Council of Europe in Chania, Crete - Women writers route
com as quais temos trabalhado mais de perto.Também a articulação nas redes COST tem
assumido papel determinante para a possibilidade de atenuar a distância entre investigadores
criando sinergias doutro modo inviabilizadas. A título de exemplo a CA18204 – Dynamics of
Placemaking que também aqui nos une Action CA18204 - COST.
Desde há longa data sabemos terem sido as mulheres as vencidas da História, mas é justamente
por isso que nos batemos, revelando a real dimensão das suas áreas de intervenção – desde
sempre até aos nossos dias. Congratulamo-nos, é certo, com várias e recentes publicações que
reúnem documentadas biografias de figuras que foram sistematica e injustamente arredadas
pela crítica das diversas áreas em que foram activas e a título de exemplo lembramos a obra
organizada por Maria João Neto e Santiago Macias, Mulheres Mecenas & as Artes
(Caleidoscópio Dez. 2022) na qual referem:
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«Os estudos incluídos neste livro revelam o papel que as mulheres têm tido na formação
do gosto, no colecionismo artístico e na proteção às Artes e Letras desde a Antiguidade.
A História das Mulheres e de Género só nos últimos anos ganhou espaço próprio. […]
Também no domínio da arte a mulher deixou se ser vista apenas como a musa
inspiradora de artistas, passando ela própria a ser avaliada enquanto criadora da obra
de arte, doadora e mecenas.»
Disso mesmo deu conta a exposição que teve lugar na FCG, com curadoria de Helena de Freitas
e Bruno Marchant, em 2021, «All I Want – Portuguese women artists from 1900-2020» com
itinerância durante a Temporada Cruzada Portugal-França» em Junho 2022 e cujo catálogo, com
tradução em várias línguas, serve de modelo. Graça Fonseca, então Ministra da Cultura refere:
«É uma exposição que fala para fora, mas também para dentro, uma vez que regressa
a Portugal. É fundamental que estes percursos criativos sejam também por nós
conhecidos e que as conquistas contemporâneas perdurem. P legado destas
mulherespromove novas inspirações e novos percursos, permitindo que os jovens
artistas de hoje e de amanhã, mulheres ou homens, nunca deixem de se inspirar no seu
exemplo. Esta será, no futuro, a medida da nossa conquista, porque, mais que
recordadas, as conquistas devem ser permanentemente renovadas e vividas.» (p.10)
No dia 8 é apresentado ao público, em Alcobaça, o livro de Actas que reune textos dos Colóquios
organizados no âmbito da Temporada Cruzada Portugal-França (Leiria e Alcobaça) com o título
Francesas em Portugal: Itinerários Múltiplos permitindo dar palco a um leque considerável de
mulheres que se destacaram nas diversas áreas que elegeram como instrumento para a
manifestação das suas vocações. O reverso teve lugar em Outubro, em Paris dando conta de
artistas e intelectuais portuguesas em França. Já se perfilam novas iniciativas na sequência
iniciada com Virgínia Victorino na Cena do Tempo e que a seu tempo anunciaremos, na certeza
de que o caminho que conduziu as mulheres à invisibilidade é passível de ser revertido. Dar a
conhecer/reconhecer vidas e obras que foram silenciadas e soterradas será o movimento
urgente e já iniciado do qual não abriremos mão.
Na esteira do trabalho Artistas Plásticas em Portugal, organizado em 2020, por Sandra Leandro,
no qual foram 12 os estudos de caso apresentados, continuam a fazer sentido as palavras aí
inscritas:
“Museus e Investigação” dá título ao número 8 da Revista de História da Arte do IHA (org. Raquel
Henriques da Silva); publicado em 2011 contém um leque muito interessante de artigos dedicado
ao tema no qual podemos ler:
«Os museus detêm uma relação determinante com a História da Arte. No entanto,
frequentemente, eles são omitidos nas narrativas disciplinares como se ver uma obra em
reserva ou em exposição, em boas ou más condições, fosse indiferente para a sua
fruição, compreensão e contextualização. Pelo contrário, a nossa posição é bem diversa:
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O trecho citado serve de transição para o editorial que, mais de uma década passada, às
organizadoras convidadas pertence uma vez articulado com a nova definição de Museu oferecida
pelo ICOM no ano transacto:
Isabel Lousada
G
ostaríamos de começar por expressar a nossa gratidão aos autores, editores e revisores
pela colaboração nesta edição especial da revista Herança - Revista de História,
Património e Cultura. Tem sido uma grande oportunidade para conversas criativas,
especulativas e críticas sobre a mudança de perspetivas em museus, património, e tecnologias
digitais. Como colegas que trabalham em áreas relacionadas de investigação e ensino, temos
sido capazes de explorar intersecções emergentes entre os meios digitais e as práticas
curatoriais nos museus, e de destacar uma mudança de paradigma em museologia sobre as
quais queremos ouvir mais em ambientes académicos e trazer para as nossas salas de aula.
Dito isto, como editoras, estamos muito conscientes de possíveis limitações na nossa
conceptualização de abordagens experimentais à preservação, exibição e divulgação do
património cultural através do design museológico. Reconhecendo o nosso ponto de vista,
estabelecemos um contexto para a comunicação com futuros autores e encorajamos uma série
de submissões de um grupo diversificado de académicos e profissionais de várias culturas,
línguas e disciplinas. Isto, esperamos, tem sido uma forma eficaz de assinalar o nosso interesse
em aprender com os contribuidores sobre como problematizam as rotinas, práticas e teorias
estabelecidas utilizadas para definir o património e como posicionam a experiência digital como
uma fonte de conhecimento e hipóteses de futuro que desafiam a autoridade curatorial de que
os museus se baseiam.
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discutissem o seu trabalho utilizando métodos experimentais para integrar as tecnologias digitais
nas suas práticas e teoria curatorial. E levámo-los a fundamentar a sua avaliação e análise da
tecnologia e experimentação nas suas experiências práticas de criação, preservação, e difusão
da cultura e do património. A abertura de conversas sobre o que significa experimentar meios e
tecnologias digitais em relação a coleções de museus, as suas estratégias curatoriais, e
iniciativas de divulgação comunitária criou um âmbito bastante amplo para os autores se
envolverem com o conceito de museologia experimental. Especialmente porque estamos
lentamente a reorientar narrativas sobre o propósito das instituições de património cultural num
mundo pós-pandémico, uma das coisas excitantes sobre estes encontros é que eles mudam tão
ligeiramente ou abanam o seu ponto de vista.
É fácil imaginar a curadoria como um processo a decorrer no mundo análogo - galerias, leiloeiros
e museus investiram a maior parte das suas histórias no estabelecimento, manutenção,
interpretação e exibição de coleções de objetos físicos. As histórias de intervenções curatórias e
inovações com coleções físicas podem oferecer muitas perspetivas interessantes sobre os
fundamentos ideológicos e tecnológicos das experiências das instituições culturais.
Nesta edição especial, propusemos duas estratégias para enquadrar análises críticas de
experimentação digital para e nos museus. A primeira estratégia enfatiza teorias que podemos
utilizar para criticar o significado do património e a autoridade das instituições do património
cultural. Como editoras sediadas na Europa, estamos muito atentas aos contextos históricos e
culturais que informam as teorias e críticas comuns nos museus e estudos curatoriais. A segunda
estratégia incentiva a utilização de estudos de caso para refletir sobre a possível flexibilidade ou
maleabilidade dos espaços museológicos e a sua conceção para a criação participativa e de
base e divulgação do conhecimento.
Discutir como os meios e tecnologias digitais podem melhorar o acesso não foi, de forma alguma,
uma narrativa padrão nesta edição especial. As questões colocadas pelos autores incluem: de
que forma os meios e tecnologias digitais podem alterar noções e narrativas de património
baseadas em objetos; de que forma os curadores podem trazer objetos distantes, invulgares e
problemáticos e visões específicas da cultura para as coleções dos museus; que parcerias dentro
e fora dos museus podem aumentar as coleções dos museus; de que forma os meios e
tecnologias digitais podem redefinir objetos e espaços dos museus para criar um sentido de
pertença e envolvimento para diversos públicos demográficos; que novas narrativas, incluindo
oportunidades de descolonização, e novas formas estéticas podem emergir de espaços
reconfigurados dos museus.
Três temas sobre a integração dos meios e tecnologias digitais na representação e gestão
curatorial são abordados nos artigos desta edição. A curadoria é, antes de mais, uma seleção
de artigos para uma coleção. Neste contexto, a curadoria é um processo ativo de avaliação - um
curador examina objetos através deste reconhecimento para determinar a sua condição e
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Kristina Dziedzic Wright, David K. Wright, Nicholas Wiltshire, e Jenna Lavin avaliam o projeto de
Kitambo Digital à luz dos seus objetivos de transformar coleções arqueológicas físicas e
paleontológicas numa base de dados digital espacialmente integrada. Utilizam o termo swahili
'kitambo' para elucidar as mudanças nas narrativas sobre a história do Quénia à medida que a
coleção física se move em linha. Os autores enfatizam a importância da descolonização da
história através do processo de desarquivamento das estratégias curatórias em que a coleção
física se baseia, através do envolvimento das comunidades locais na conceção de uma
exposição digital.
Ana Beatriz Bahia trata dos objetos que entraram no espaço de um museu para além da sua
coleção: ela traça a evolução dos jogos digitais, desde servir como instrumentos para fomentar
o envolvimento do público com a coleção física de um museu até se tornarem eles próprios
expositores. As formas como o departamento de educação Nubla aumenta a coleção de arte do
Museu Thyssen, Madrid, está no centro das atenções no seu artigo. A autora discute a missão
do museu de expor a sua coleção a um público mais vasto através de jogos digitais e investigação
exploratória no cruzamento da arte, museologia, jogos e comunicação. Estes casos encorajam
tanto os estudiosos como os utilizadores a experimentar a interpretação do que pode pertencer
aos espaços museológicos tratados como uma noção expansiva.
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As questões sobre o que podemos fazer para além de contemplar as coleções dos museus
passam também por esta edição especial. Dois dos artigos focam a forma como os espaços
museológicos são reconfigurados para colmatar a lacuna entre laboratório e exposição.
Jonathan Feldman explora o papel ativo que o Museo de Arte Contemporâneo, Buenos Aires,
desempenha na formação de novas formas de produção estética e colaboração. O museu
construiu a conduta que liga um laboratório a outros espaços e formas tais como oficinas,
conferências e exposições para que os artistas experimentem e difundam a sua experimentação
- como objetos e processos resultantes que sustentam a realização desses objectos.
Na sua discussão de outro projeto rico em etnografia, Stefania Zardini Lacedelli, Fabiana Fazzi,
Chiara Zanetti e Giacomo Pompanin argumentam que a curadoria digital é uma das áreas mais
experimentais em museologia. As suas pesquisas sobre as Dolomitas no projecto Spatial
enfatizam o papel que comunidades de diversas origens desempenharam na criação de um
arquivo participativo dinâmico, que as ajudou a desafiar as noções gerais de curadoria e a
reenquadrar os seus objetivos museológicos à luz da mudança da exposição para o laboratório.
À guisa de conclusão, gostaríamos de refletir sobre a nossa experiência como editoras que
trabalham em várias línguas e culturas. A edição de um número multilingue e multicultural tem
sido uma experiência gratificante que nos tem exposto a um leque excitante de respostas às
nossas perspetivas e objetivos editoriais. Propomo-nos a revisitar a noção emergente de
museologia experimental de diferentes perspetivas globais e culturais, e temos o prazer de
partilhar uma coleção de materiais escritos por autores do Reino Unido, Europa, África, Américas
e Australásia. As submissões foram feitas em inglês e português, e facilitámos a tradução de
artigos para encorajar um processo editorial colaborativo e interativo baseado no intercâmbio de
ideias críticas e criativas. Esperamos que estes artigos, como expressões de pontos de vista e
ideias fundamentadas na prática dos seus autores, suscitem mais conversas e exploração da
museologia na intersecção do património, cultura, história, indústria e experimentação digital
para além do âmbito desta edição especial.
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EDITORIAL
EDITORIAL
10.29073/heranca.v6i1.724
PREAMBLE-EDITORIAL
But in ourselves
W
ith this special issue, we open the year 2023 as far as the publication of our Herança
– History, Heritage and Culture Journal is concerned.
We are also in the month of March, generally associated with the celebration of
International Women's Day – March 8th - because of the multiplication of initiatives that address
this day that last until the end of the month. It is remarkable, therefore, even for the proliferation
of demonstrations that evoke causes that are simultaneously linked to Women and Human Rights,
especially the issues of inequality and violence/s that need to be stopped.
These are difficult times, but we know that they will always be more difficult for the most
vulnerable, among whom women are invariably found in greater numbers, and even more so
when there are wage, ethnic and other asymmetries, accentuating the multiplicity of
discriminations. The data evidenced by the statistics speak loudly but the forms of urgent combat
against these indicators are late or insufficient. Reason enough, we would say, to try with more
persistence to alert, to raise awareness, and to join efforts, so that it becomes increasingly clear
that the path of violence, intolerance, and dehumanization is not the one that suits us and, even
less, the one we want.
Given the nature of this issue, we dare to suggest a consultation of the page that reveals a series
of brave women who fought for the defense of a just cause symbolically denouncing and claiming:
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There are several interpretations of the way to proceed in order to confront and eradicate
stereotypes, and bad practices, however, in the space we are allowed here, we advance on the
positive side and suggest the reading of the article Why do we still define female artists as wives,
friends, and muses? | Katy Hessel | The Guardian and we give visibility to the fact that for the first
time, we bring to light an issue coordinated by two women, editors of a special issue, which is so
for several reasons.
Strictly speaking because it is, in fact, the first. Although we can foresee many others on the way...
Special, for seeking to broaden the path of internationalization, as part of our strategic vision,
being the first issue entirely bilingual, of which we are proud.
Special, also, because it results from a call around a topic chosen for the purpose by the invited
editors, whom we are very grateful to have accepted the challenge - Gabriele Salciute Civiliene e
Kristen Schuster, from the Department of Digital Humanities at King’s College, London, together
with the Herança and Ponteditora team – .e., reaching a conciliatory path between scientific areas
that articulate in the domain of interdisciplinarity with HSS and STEM under the title:
“Interdisciplinary Perspectives on Digital Experiment in Museology and Museum Design”.
It is assumed, from the start, the desideratum of fighting gender stereotype which on February
11th we marked with the motto: "Science has no Gender" with which we identify ourselves. The
President of EPWS - European Platform for Women in Science - pointed out the following gesture,
which we invite you to follow as an example that it is possible to get the message across
Booking.com condivide cinque interessanti musei della scienza per celebrare la Giornata
internazionale delle donne e delle ragazze nella scienza
The content of the special issue is discussed below by the organizers; however, it is with great
pleasure that we note the respect for equality represented in the authorship composition of the
authors, besides, naturally, the quality of the texts whose reading we believe will bring new
research questions and multiple possibilities of investigation. Several are the geographic and
thematic universes reached, showing how much the future promises when horizons cross and
knowledge/sharing is possible.
The presence of women in the technological and digital areas has been equated and the digital
humanity aspect has, in our understanding, enabled their entry, and amplified their integration in
a systematic and sustained manner. It should be pointed out here the DARIAH – EU WWIH
Women Writers in History Women Writers in History | DARIAH and the recent integration of the
WWR – Women Writers Route as Cultural Route of the Council of Europe. Women Writers Route
Receives Certificate of the Cultural Route of the Council of Europe in Chania, Crete - Women
writers route The articulation in COST networks has also played a decisive role in the possibility
of reducing the distance between researchers, creating synergies that would otherwise be
impossible. For example, CA18204 - Dynamics of Placemaking also unites us here Action
CA18204 - COST.
We have known for a long time that women have been the losers of history, but that is precisely
why we continue to fight for this, revealing the real dimension of their areas of intervention - from
time immemorial to the present day. We are certainly pleased with the various and recent
publications that bring together documented biographies of figures who have been systematically
and unjustly sidelined by criticism in the diverse areas in which they were active. As an example,
we would like to mention the work organized by Maria João Neto and Santiago Macias, Mulheres
Mecenas & as Artes (Caleidoscópio Dez. 2022) in which they refer to:
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"The studies included in this book reveal the role women have played in shaping taste,
art collecting, and protecting the Arts and Letters since antiquity.
Women's and Gender History has only in recent years gained its own space. [...] In the
field of art, too, women are no longer seen only as the inspiring muse of artists but are
now valued as creators of the work of art, donors, and patrons."
The exhibition that took place at the FCG, curated by Helena de Freitas and Bruno Marchant, in
2021, “All I Want – Portuguese women artists from 1900-2020” with itinerancy during the Portugal-
France Crossing Season" in June 2022 and whose catalog, translated into several languages,
serves as a model. Graça Fonseca, then Minister of Culture, states:
"It is an exhibition that speaks outwards, but also inwards since it returns to Portugal. It is
fundamental that these creative paths are also known by us and that contemporary
achievements endure. The legacy of these women promotes new inspirations and new
paths, allowing the young artists of today and tomorrow, women or men, to never stop
being inspired by their example. This will be, in the future, the measure of our
achievement, because, more than being remembered, achievements must be
permanently renewed and lived." (p.10)
On the 8th, it will be presented to the public, in Alcobaça, the book of Acts that gathers texts of
the Colloquiums organized within the Portugal-France Crossroad Season (Leiria and Alcobaça)
under the title French Women in Portugal: Multiple Itineraries, allowing to give the stage to a
considerable range of women that stood out in the several areas they chose as instruments to
manifest their vocations. The reverse side took place in October, in Paris, featuring Portuguese
artists and intellectuals in France. New initiatives are already on the horizon in the sequence
started with Virgínia Victorino in Cena do Tempo and we will announce them in due time, with the
certainty that the path that led women to invisibility can be reversed. To make known/recognize
lives and works which have been silenced and buried will be the urgent movement that has
already begun and which we will not give up.
In the wake of the work Plastic Artists in Portugal, organised in 2020, by Sandra Leandro, in which
12 case studies were presented, the words inscribed therein still make sense:
"Museums hold a determinant relationship with Art History. However, they are often omitted in
disciplinary narratives as if seeing a work in reserve or in an exhibition, in good or bad conditions,
was indifferent to its fruition, understanding, and contextualization. On the contrary, our position
is quite different: seeing museums and exhibitions and studying them in the diversity of their
aspects is an indispensable condition for the development of Art History".
The quoted passage serves as a transition to the editorial that, more than a decade later, to the
invited organizers belongs once articulated with the new definition of Museum offered by ICOM
last year:
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They operate and communicate ethically, professionally and with the participation of
communities, offering varied experiences for education, enjoyment, reflection, and
knowledge sharing.”
Isabel Lousada
e’d like to start by expressing our gratitude to the authors, publishers, reviewers, and
W proofreaders for collaboration on this special issue of Herança. It has been a great
opportunity for creative, speculative, and critical conversations about shifting
perspectives on museums, heritage, and digital technologies. As colleagues working in related
fields of research and teaching, we have been able to explore emerging intersections between
digital media and curatorial practices in museums, and to highlight a paradigm shift in museology
that we want to hear more about in academic settings and bring into our classrooms. As editors,
we are very aware of possible limitations in our conceptualization of experimental approaches to
preserving, displaying, and disseminating cultural heritage through museological design.
Acknowledging that our point of view would affect the content included in this volume established
a context for communicating with prospective authors and we aimed to encourage a range of
submissions from a diverse group of scholars and practitioners from across cultures, languages,
and disciplines. This, we hope, has been an effective way to signpost our interests in learning
from contributors about how they problematize the established routines, practices, and theories
used to define heritage and how they position digital experiment as a source of knowledge and
forward-thinking hypotheses that challenge curatorial authority on which museums are based.
As we worked with contributors, we emphasized that we wanted to start conversations about how
they frame their ideas about the role and extent of digital experimentation with museums spaces,
collections, and design, and how those ideas inform their work and research instead of proposing
solutions as something finite and fixed. We encouraged contributors to take a critical approach to
conceptualizing the potential of digital media and technologies in facilitating interventions in the
interpretation of objects and institutional remits. We asked contributors to consider in what ways
digital and analog interactions affect their understandings of technological underpinnings of the
design, management, and representation of museum collections. We also wanted contributors to
discuss their work using experimental methods to integrate digital technologies into their curatorial
practices and theory. So, we prompted them to ground their evaluation and analyses of
technology and experimentation in their practical experiences of creating, preserving, and
disseminating culture and heritage. Opening conversations about what it means to experiment
with digital media and technologies in relation to museum collections, their curatorial strategies,
and community outreach initiatives created a rather broad scope for contributors to engage with
the concept of experimental museology. Especially as we are slowly reorienting narratives about
the purpose of cultural heritage institutions in a post-Pandemic world, one of the exciting things
about these encounters is that they ever so slightly shift or nudge your point of view.
It is easy to imagine curation as a process taking place in the analog world -- galleries, auction
houses and museums have invested the greater part of their histories in establishing, maintaining,
interpreting, and displaying collections of physical objects. The histories of curatorial interventions
and innovations with physical collections can offer many interesting insights into the ideological
and technological underpinnings of cultural institutions’ experiments. Along these lines, as editors,
we aimed to encourage reflection and critical analyses of museum histories as a means to
understand evaluations and descriptions of experimental practices.
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In this special issue, we proposed two strategies to framing critical analyses of digital
experimentation for and in museums. The first strategy emphasizes theories we can use to
critique the meaning of heritage and the authority of cultural heritage institutions. As editors based
in Europe, we are very aware of the historical and cultural contexts informing the theories and
critiques common in museums and curatorial studies. To balance our cultural context, we also
invited contributors to use case studies to consider experimental museology and curatorial
practices in context. As a second strategy, the use of case studies encourages reflections on
possible flexibility or malleability of museum spaces and their design for participatory and grass-
root creation and dissemination of knowledge.
Discussing how digital media and technologies can enhance access was by no means a default
narrative in this special issue. Questions posed by contributors include: in what ways digital media
and technologies might change object-based notions and narratives of heritage; how curators
could bring distant, unusual, and otherwise problematic objects and culture-specific views into
museum collections; what types of partnership might augment the curation of museum
collections; how digital media and technologies might redefine museum objects and spaces to
create a sense of belonging and engagement for diverse audience demographics; what new
narratives, including opportunities for decolonization, and new aesthetic forms might emerge from
reconfigured spaces of museums.
In this collection of articles, the authors focus on innovation in museum design and museology
through building digital archives, databases, platforms, infrastructures for community outreach
and crowdsourcing, and grassroots interventions, conceptualized as collaborative, educational,
and distributed spaces for meaning-making and creating knowledge. They envisage such spaces
as interdisciplinary laboratories and networks. They discuss cases that feature a wide range of
museum ‘objects’, including video games that double as tools for outreach activities and as
exhibits; architectural heritage such as caravanserais; artwork and creative processes behind it.
Critical perspectives on funding, collection strategies, and curatorial practices emerged as they
interrogate the applications of immersive technologies, such as Virtual Reality and Augmented
Reality, to unarchive the traditional practices of design and curation through fostering community
wide participation (such as focus groups, participatory collaboration, or crowdsourcing) and
expansive discussions about culture, identity, and history.
Three themes about the integration of digital media and technologies into curatorial
representation and management run through the articles in this issue. Curation is primarily a
selection of items for a collection. In this context, curation is an active process of evaluation – a
curator examines objects through this recognition to determine their condition and uniqueness.
Contributors describe a variety of experimental approaches to curation that seek to leverage
technologies to better reflect the possibilities of museums as distributed and networked spaces.
They also urge us to consider curation as a process of interpretation that affects the value and
significance of an object. Curation as an act of interpretation can, as authors in this issue
demonstrate, underpin the way in which narratives are constructed around museum objects. In
this light, some authors consider curation from a third perspective -- as a semiotic machine that
reproduces or perpetuates systems of sense-making and knowledge that are historically
contingent and culturally situated.
Quite a few curators, scholars, and activists address curatorial legacies and their ideological
underpinnings. They elucidate how in each case of their specific project digital or digitized
collections have been made accessible, visible, discoverable, and educational. They highlight the
potential for technology to help museum professionals and visitors alike to reconceptualize what
belongs in collections. Joanna Rivera-Carlisle foregrounds the conflicting aspects of spatial
narratives that unfold in museums whose landscape is complex to navigate in physical and
ideological terms. On the one hand, the integration of immersive technologies in the design of
museum experiences is creating new ways to challenge curatorial authority; on the other hand,
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they perpetuate Eurocentric power structures and hierarchies on which museums in the UK are
based. With reference to The Unfiltered History Tour, the author delivers a critique of how digital
technologies perpetuate limitations inherent in the physical and conceptual structures of museum
space, which is echoed in another article discussing the successes and shortcomings of Digital
Kitambo.
Kristina Dziedzic Wright, David K. Wright, Nicholas Wiltshire, and Jenna Lavin assess the goals,
infrastructures, and practices that shaped the Digital Kitambo project. They pay particular
attention to its aim to transform physical archaeological and paleontological collections into a
digital spatially integrated database. They employ the Swahili term ‘kitambo’ to elucidate shifts in
the narratives about Kenya’s history as the physical collection moves online. In this contribution
to the volume, the authors emphasize the importance of decolonizing history through the process
of unarchiving of the curatorial strategies on which the physical collection is based by means of
engaging local communities in the design of a digital display.
While conversations and analyses about the selection and accessioning of objects into collections
unfold, we also learn about different approaches to using digital assets that do not fit the
mainstream definitions of museum collections. Gulce Kirdar, Feyzanur Kocer Ozgun, Özgün
Balaban, and Guzden Varinlioglu, for example, reflect on their work in digital archaeology to map
lost heritage of caravanserais, ancient roadside inns that used to provide food, shelter, and trading
opportunities for travelers. The team outline their methodology of interactive digital archiving as a
way of distributed labour and design. Their article showcases a combination of rich ethnographic
research with the building of digital resources open for extended curation and repurposing of its
assets.
Ana Beatriz Bahia deals with the objects that entered a museum’s space from beyond its
collection: she traces the evolution of digital games from serving as instruments to foster public
engagement with a museum’s physical collection to becoming exhibits themselves. The ways in
which the education department Nubla augments the art collection of the Thyssen Museum,
Madrid, is at the centre of attention in her article. The author discusses the museum’s mission to
expose its collection to wider audiences through digital games and exploratory research at the
intersection of art, museology, games, and communication. These cases encourage scholars and
users alike to experiment with the interpretation of what might belong in museum spaces treated
as an expansive notion.
The question of what we can do beyond beholding museum collections also runs through this
special issue. Two articles focus on how museum spaces are reconfigured to bridge the gap
between laboratory and exhibition. Jonathan Feldman explores the active role that the Museo de
Arte Contemporáneo, Buenos Aires, plays in shaping new forms of aesthetic production and
collaboration. The museum built the pipeline connecting a laboratory with other spaces and forms
such as workshops, conferences, and exhibitions for artists to experiment and disseminate their
experimentation – as resulting objects and processes that underpin the making of those objects.
In their discussion of another ethnography-rich project, Stefania Zardini Lacedelli, Fabiana Fazzi,
Chiara Zanetti and Giacomo Pompanin argue that digital curation is one of the most experimental
areas in museology. Their research of the Dolomites on the Spatial project emphasizes the role
that communities of diverse backgrounds played in creating a dynamic participatory archive,
which helped them challenge the mainstream notions of curation and reframe their museological
goals in light of the shift from exhibition to laboratory.
By way of conclusion, we would like to reflect on our experience as editors working across
languages and cultures. Editing a multilingual and multicultural edition has been a rewarding
experience that has exposed us to an exciting range of responses to our editorial perspectives
and objectives. We set out to revisit the emerging notion of experimental museology from different
global and cultural perspectives, and we are pleased to share a collection of materials written by
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authors from the UK, Europe, Africa, the Americas, and Australasia. Submissions were made in
English and Portuguese, and we facilitated translating articles to encourage a collaborative and
iterative editorial process based in the exchange of critical and creative ideas. We hope that these
articles, as expressions of views and ideas grounded in their authors’ practice, will prompt further
conversations and exploration of museology at the intersection of heritage, culture, history,
industry, and digital experimentation beyond the scope of this special issue.
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ABSTRACT
Museums are becoming increasingly multimedial experiences and with the emergence of the
metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important
part of future museum experiences. With options to provide a multiplicity of non-hierarchical
information, support individualised paths through exhibitions, and experiential visits, XR has
the potential to help keep visitors engaged around complex and nuanced information (Mulcahy,
2017). Working on devices that most museum visitors already own, XR technologies present
a promising move towards more inclusivity, accessibility, and active audience engagement.
Contributing to research on the multiple uses of XR in UK museums, this paper focuses on
how XR can be operationalised to address contested displays in Western museums. Using an
external app for the British Museum as an example, this paper discusses the challenges arising
from this intersection, including the entrenchment of immersive technologies in colonial power
dichotomies, the risks of performative virtual interventions, and the conflicting agencies
museums, companies, and individuals must navigate in this context. The author suggests, as
a possible experimental approach, wiki-based XR interactions which engage with non-
Eurocentric epistemologies and are co-created by communities commonly disenfranchised in
Western museum spaces.
Keywords: XR, Immersive Technologies, Critical Museology, British Museum, Repatriation
RESUMO
Os museus estão a tornar-se, cada vez mais, experiências que empregam múltiplos media e,
com a emergência do metaverso (Coates, 2021), as tecnologias imersivas (XR) são projetadas
para formar uma parte importante das futuras experiências museológicas. Com opções para
fornecer uma multiplicidade de informação não necessariamente hierarquizada, apoiar
caminhos individualizados através de exposições, e experiências de visitas, as tecnologias
imersivas XR têm o potencial de ajudar a manter os visitantes envolvidos em torno de
informação complexa e matizada (Mulcahy, 2017). Trabalhando com dispositivos que a
maioria dos visitantes de museus já possui, as tecnologias XR apresentam um passo
promissor no sentido de uma maior inclusão, acessibilidade, e envolvimento ativo do público.
Contribuindo para a investigação sobre as múltiplas utilizações da XR nos museus do Reino
Unido, este documento centra-se na forma como a XR pode ser operacionalizada para abordar
as exposições constatadas nos museus ocidentais. Utilizando uma aplicação externa para o
Museu Britânico como exemplo, este documento discute os desafios decorrentes deste
cruzamento, incluindo a consolidação de tecnologias imersivas em dicotomias de poder
colonial, os riscos de intervenções virtuais performativas, e os agentes, em conflito museus,
empresas e indivíduos, devem navegar neste contexto. O autor sugere, como uma possível
abordagem experimental, interações XR baseadas em ambientes wiki que se envolvem com
epistemologias não-Eurocêntricas e são cocriadas por comunidades comummente
marginalizadas em espaços museológicos ocidentais.
Palavras-Chave: XR, Tecnologias Imersivas, Museologia Crítica, Museu Britânico,
Repatriamento
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1
XR (Extended Reality) is an umbrella term which 2011). Mixed Reality (MR) denotes a seamless blending of
encompasses Virtual Reality (VR), Augmented Reality virtual and physical elements in a user’s perception
(AR) and Mixed Reality (MR) (Doolani et al., 2020). VR is, (Benford & Giannachi, 2011), which most AR practitioners
in this context, a virtual space which alters a user’s aim for, but that is currently not fully implementable. Even
perceptive experiences across multiple sensory modalities though my examples in this text are predominantly AR
(audio-visual, haptic, somatosensory, etc.) whilst entirely projects, I use the term XR to consider future or alternative
obscuring their material environment (Lanier, 2017), versions of immersive technologies as well.
whereas Augmented Reality (AR) overlays physical
environments with a virtual layer of information (Furht,
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potential, current immersive technologies tend artefacts from the third century BCE visually
to imitate established communication narrated the link between Neo-Babylonian
languages, thereby asserting the expectations, culture and its Sumero-Akkadian roots,
ramifications, and limitations of established labelled with clay cylinders in three official
museum spaces. In this text, I use a 2021 languages. In the context of Neo-Babylonia
initiative by VICE Media, called The Unfiltered introducing an official scripture to assert its
History Tour, as a starting point to discuss how ancientness to neighbouring empires (Wilkins,
XR might be operationalised as an 2011), this can be understood as part of a
experimental medium in the context of political agenda which sought create an
criticising coloniality in UK museums. imperial collective identity. This sense of
politicised knowledge production was imitated
Given the political nature of the topics
through the following centuries’ private
centralised in this paper, I wish to address my
collections, eventually being claimed by
positionality in relation to the discussed issues:
Enlightenment writing.
I am a White, European researcher at a Russell
Group UK university, and most of my research While museum culture is not historically
draws on decolonial and postcolonial theory in European, Enlightenment authors proselytised
relation to digital technologies. Even though its local European practice as part of their
this text does not cite many ideological framework. In this institutionalised
decolonial/postcolonial writers or anti-racism function, museums are representative for
activists, this is the political, ethical, and Enlightenment thought: they provide
epistemic position which underpins my predominantly visual displays of knowledge
arguments. I view my work as accountable to which claim to be accessible to all, but
the communities whose marginalisation reproduce very specific hierarchies of
decolonial activism seeks to challenge. I education, class, gender, race, space and time.
explicitly engage with decolonial discourse Thereby, they validate Western1
from a perspective of Critical Whiteness understandings of chronology and order, and
(Applebaum, 2016) and do not speak for any position them as superior to other ways of
community of which I am not myself a part. knowing (Findlen, 1994). This was
operationalised by proponents of Imperialist
2. UK MUSEUMS X COLONIALITY ideologies in Europe, forging a strong link
While Modern museums have a long history of between Modern museums and colonial
entanglement with various iterations of colonial narratives. As Sathnam Sanghera (2021, p. 54)
violence and have been appropriated as tools phrases it in relation to British museum culture:
of justifying Enlightenment notions of “Public museums grew as the empire grew.”
Eurocentric superiority (Findlen, 1994), their
role in narrating material culture long pre-dates Beyond continental Europe, museums were
Western colonialism. The first documented used as a means of authoritative knowledge
museum, presumably founded in 530 BCE by reproduction, “a powerful tool to aid loyalty and
Neo-Babylonian princess Ennigaldi-Nanna good government” (Hendley, 1914, p. 58),
(Casey, 2009), functioned as a promotional whereas in the United Kingdom, they
space for an imperial identity. Mesopotamian functioned to “provide information about
‘exotic’ societies” (Carrington, 2003, p. 82) to a
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European public. This led to a close connection “an interface between the imaginary forces it
between museum culture and British national embodies and the real form that it takes”
identity (Hicks, 2022), which, in concordance (Jacob, 2012, p.32), thereby both legitimising
with a “pervasive presence” (Nabulsi in Packer, existing systems of valorisation and lending a
2017, para. 2) of colonial power paradigms in tangible form to these belief structures. In other
Britain and its former colonies, complicates words, it performs “the economic, social and
critical engagement with the country’s colonial political ideologies of the society that creates it”
past and present. In comparison to its (ibid.). This is highly relevant in relation to XR
European neighbours, the UK seems to interventions in museum spaces, as they
struggle particularly against the “unbearable present a virtual extension to their existing
searchlight of complicity” (Tuck & Yang, 2012, architectures, engaging with pre-shaped
p. 9) which calls its imperial glory into question material and virtual spaces. Thus, it is essential
(Gildea, 2019). The resulting prevalence of to consider the limitations of such an
“nostalgia and amnesia” (Goodfellow, 2019, intervention, to ask who it is accountable to,
para. 11) articulates “the formative experience who profits from it, and whose knowledge it
of empire as less profound and less potent in reproduces.
shaping the life of colonizing powers than it
In current debates about the uses of XR
actually was” (Gilroy, 2005, p. 2). In UK public
technologies in heritage and museum
museums, this history cannot be ignored or
contexts, these questions do not sit at the
belittled: it builds the very foundation of the
forefront of academic discourse. Stuart Jeffrey
structures which constitute these spaces.
(2015) describes the latter as a field which
However, the debate on how these issues
engages with modes of co-production, physical
might be addressed is still raging, its intricate
replication and aesthetic quality, authenticity
entanglements with the conflicting interests of
(Jeffrey et al., 2017), and the complex
different actors presenting a complex puzzle of
entanglements of its own production (Huvila,
political negotiations to museums and cultural
2012). A majority of practice-oriented XR
institutions. Immersive technologies have been
scholarship focuses on user experience
cast in the role of one of the possible puzzle
(Wither et al., 2010; Herbst et al., 2008;
pieces: a way of connecting virtual and material
Hussein & Ali, 2022), technological
information languages, of engaging younger
experimentation (Cavallo et al., 2016; Jin et al.,
audiences, of introducing an experimental and
2021; Shin et al., 2021; Hartmann & Vogel,
dialogical element to the discussion of some of
2021), pedagogical efficacy (Smørdal et al.,
the most complex issues Modern museums
2016; Georgiou & Kyza, 2021; Remolar et al.,
face.
2021; Ibharim et al., 2021), or the “place-
producing dimensions of an experience-driven
3. XR X UK MUSEUMS X COLONIALITY application” (Engberg, 2017, p.3). As an
Over the last two decades, emerging emerging field, a majority of studies involving
technologies have been commonly positioned XR are experimental but also, as Marcos
either as a means of neo-colonialism Llobera (2012) notes, limited by the pixels and
(Simmons, 2015) or as tools of emancipation soundbites which constitute their virtual
(Bijker & Bijsterveld, 2000) in relation to social presence. This translates to a comparatively
justice issues. It has been less contested, conservative and limited use of the potential
however, that colonial image reproduction in XR technologies hypothetically offer. Giacomo
what Arjun Appadurai (2008) labels Landeschi (2019, p. 25) attributes this to an
“mediascapes” – which includes museums as overestimation of “the role of sight among the
both material and virtual loci – is inherently senses” which builds “a biased past reality” in
intertwined with historiography, visual the context of using XR for critical historical
representation, and architecture (De Sousa contextualisations. This corresponds to
Santos, 2016; Fanon, 1961; Hall, 1997; established decolonial critiques of a
Mignolo, 2002). Accordingly, museums disproportionate focus on the visible in
participate in a culture of ideological Western epistemologies, as for instance
enactment, where the museum space provides articulated by Oyèrónkẹ́ Oyěwùmí (2005).
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Overlaps between decolonial critique and XR theory and practice. As a result, the majority of
studies do not end at aesthetics, however: current XR projects in museum contexts
objectification, a much-debated topic in relation display stark disconnects between their
to the repatriation of looted artworks, presents exploratory, experimental potential and their
a central challenge to the potential use of implementation in relation to divisive or
immersive technologies in Western museums. sensitive issues. I will argue in the next
sections that in order to operationalise
While XR is commonly considered spatially
immersive technologies as critical, political,
“non-invasive” by Western scholars due to its
and experimental museology, we need to start
non-interference with material configurations
utilising interaction and information languages
(Roosevelt et al., 2015), within decolonial
in ways befitting a hypermedium, rather than
contexts, what – or who – is non-invasive or
treating XR as a virtual, three-dimensional clay
destructive is very much determined by impact,
cylinder.
not intent. Bagele Chilisa (2020) raises several
ethical issues regarding the consideration of
spirituality and human-object relations in 4. CONTESTED ART X XR
Western-framed research, citing instances To outline the challenges faced by currently
which are considered ethical by Western available XR applications which provide critical
standards but violate the boundaries of content to museum spaces, I will introduce an
Indigenous communities. Depending on the Augmented Reality (AR) experience I recently
agencies considered, XR interventions could engaged with alongside a colleague who is not
be destructive, even if this destruction is not an XR researcher. I will use this example, and
visible. Labelling XR interventions as “non- our experience of interacting with it, to explore
invasive” reproduces Western the potential of XR as experimental museology.
conceptualisations of spatial boundaries and
their ideological reverberations. Considering The Unfiltered History Tour is a commercially
spiritual destruction or displacement could, funded, self-lead AR experience which users
depending on cultural context, be essential to can access through an Instagram filter.
assessing whether the use of this technology is Created by Dentsu Webchutney for VICE
appropriate for a space. The embeddedness of Media, it seeks to contextualise contested
immersive technologies in Western-centric displays at the British Museum as immersive
knowledge networks, in addition to the shifting video and audio episodes “as told by people
hierarchies of content creation and editing, is from the countries they were removed from”
thus a significant factor which museums and (Dentsu Webchutney, 2021). While the
XR creators should consider in relation to podcast elements and transcripts are available
(de)colonial content. online, users need to be physically present at
the British Museum in London to engage with
This challenge is further complicated by a the AR animations attached to some of the
distinctive divide between practice-based and museum’s most heavily debated displays,
academic XR work (although there are including the Rosetta Stone and the Benin
exceptions to this generalisation), as well as its Bronzes. Once a user has located one of the
inherent interdisciplinarity. Even though the included artworks, an Instagram filter is
latter is one of XR’s main selling points within supposed to scan its respective shape and
academia, being scattered across several apply an audio-visual contextualisation to it.
disciplines which do not readily communicate This approach follows several other recent
with one another or use the same uses of AR in Western museum spaces 1 and
methodological frameworks translates to a lack exemplifies the shortcomings of potentially
of transferable metadata (Rahaman et al., unfledged or unreflected uses of immersive
2019, p. 4) and knowledge exchange in XR technologies in relation to politically divisive
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and sensitive topics. I wish to underline that I the Rosetta Stone, or there being no public
will not centralise specific content choices WiFi in the basement of the British Museum,
made by the creators of the Unfiltered History where the Benin Bronzes are located). Wither
Tour, or provide an in-depth review of the et al. (2010) argue that it is “critical” to design
construction of this particular experience. for the location “rather than around it” (p. 46).
According to VICE, their team involved Herbst et al. (2008) similarly state that “placing
restitution advocates from around the world in greater emphasis on where the action takes
the content creation (Faloyin, 2021), and was place and understanding and therefore using
aiming to contribute to repatriation efforts the real locale more effectively” (p. 236) is
(Shaw, 2021). I do not wish to endorse this crucial to positive user experience in interactive
project or claim a thorough understanding of AR applications. According to Maria Engberg
their curatorial process. Rather, I will use the (2017), this may range from “an understanding
Tour as a current example of how XR of how the position of the user device and the
technologies are used to contextualise site-specific context interact with the digital
coloniality in museum spaces and reflect on the design” to “the embodied potential frame for
potential and challenges of different available each individual user” (p. 4). This is especially
options. relevant in the Western museum, which
expresses in its architecture ‘the economic,
5. NAVIGATION X NARRATION social and political ideologies of the society that
The Unfiltered History Tour is as unguided as creates it’ (Jacob, 2012, p. 32). An
a guided museum experience possibly can be: understanding of spatial specificities on part of
it is nestled into what could have just as easily the designers and developers is, however, only
been a non-technologically mediated visit to one side of this equation.
the British Museum, it provides a map which
indicates the rooms the ten chosen artworks The structures present in a museum space
are placed in. There are no navigational shape user experience regardless of a creator
features nor descriptions of where to find each team’s awareness or consideration of them.
display within a specific room – which presents The Unfiltered History Tour makes this
a significant hurdle in rooms which contain influence particularly apparent, since much of
hundreds of artworks and dozens of other the sense of placelessness (Arefi, 1999) and
visitors.1 There are roughly 80.000 displays disorientation my colleague and I experienced
across the museum’s 50 galleries, and an whilst using the app can be attributed to the
average of 15.000 visitors per day, neither of layout and organisation of the British Museum
which the designers of the Tour seem to have itself.3 This presents a contrast to site-specific
taken much into account.2 This is hardly unique installations which were built specifically for an
in current XR practices in museums: labs AR application, such as the recent Green
predominantly develop applications remotely Planet AR Experience (2022), which was a
(Wang et al., 2021), without considering local commercially funded AR experience based
specificities and practical limitations (such as around Piccadilly Circus. This experience used
there being a constant flow of visitors crowding time-limited pop-up altered a gallery space at
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Piccadilly Circus to provide physical prompters of map, a semiotic path which challenges the
for an otherwise entirely virtual interaction. narrative authority of the building’s architecture
Displaying an Apple-store-meets-rainforest and the curatorial choices made regarding its
aesthetic, this experience provided exhibits. Beyond this, XR applications may
comparatively austere physical sets and empty expand the physical boundaries of the museum
rooms which would then be ‘filled’ with and narrate a path which leads its users into a
animations through a mobile AR device and secret back garden or to a curious traffic light a
contextualised through audio, narrated by few blocks away, tying physical spaces
broadcasting icon Sir David Attenborough. The external to the museum into the virtual realm
Unfiltered History Tour enjoys no such luxury: the application interacts with. Considering this
it must navigate what is already present at the potential, Unfiltered History does
British Museum, rather than being able to move comparatively little to counteract or subvert the
artworks or modify spaces to the needs of the spatial narrative articulated through the
app. It needs to confront “the economic, social architecture and curation of the British
and political ideologies” enacted by the Museum. This is not entirely surprising in light
material architecture of the British Museum and of the substantial conceptual challenges
respond to how these spaces modulate visitor arising from such an agenda.
movement (Jacob, 2012, p. 33) and enable
While an XR app could, for instance, provide
interaction. While the Tour was not
an order which is more respectful to the
commissioned, designed, or sanctioned by the
distinctiveness and localities of the cultures
British Museum, its challenges echo barriers
represented at the British Museum than the
which museums using AR applications are
layout of its physical displays, doing so
likely to face. For an external application which
simultaneously reproduces Western ways of
cannot expect to be accommodated by a
knowing by adhering to Eurocentric
museum, these challenges are accelerated: as
geographical and categorical concepts.
Paul Cegys and Joris Weijdom (2020) argue,
Therefore, to conceptually challenge the
immersive experiences extend beyond the
curatorial (dis)order presented by a space like
interaction with an interface, which means in
the British Museum, an XR interaction would
museum spaces, arriving, entering, navigating,
have to draw on non-Western epistemological
talking to fellow visitors, and eventually exiting,
approaches. This is where the experiment can
are all part of the experience. The lack of a
serve as a framework for exploring the
sense of spatial orientation as one roams
limitations of existing boundaries, and the
between different time periods, continents, and
options technologies which were conceptually
cultures represented in the British Museum is
conceived in the West offer to the self-critique
thus a precondition an external app has to
of Western institutions. Following my previous
factor in, and should, I would argue, potentially
criticism about the Unfiltered Histories Tour not
compensate for. As Bishop and Perjoyschi
overtly introducing structure where the British
(2013, p. 24) ask in Radical Museology: “if the
Museum has a lack thereof, this could also be
past and the present are collapsed into
viewed as a challenging of Western notions of
transhistorical and transgeographical clusters,
structure. While I do suspect this consideration
how can the differences between places and
gives the creators of the Tour too much credit,
periods be understood?”
there is an argument to be made for intentional
As my colleague pointed out, AR applications chaos and experimental non-hierarchies in XR
which contextualise displays may very well app development.
provide an answer to this question. They said:
“If we were not specifically looking for things, 6. KNOWLEDGE X AUTHORITY
we would just be wandering around aimlessly An arguable advantage of Unfiltered History’s
between different cultures, different places, loose reigns approach is that one does not
different eras, with no purpose, with no rhyme necessarily need to engage with the displays in
or reason”. The purpose implicated by the a particular order, or at a particular pace.
agenda articulated through an immersive Moreover, one may revisit artworks at one’s
experience application presents in itself a form leisure, pause or rewind. This is cohesive with
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the promised exploratory nature of the process, including data storage and metadata
experience, provides more accessibility than strategies. Given that most big museums are
linear narratives, and allows for visitors to talk grappling with data asset management
to each other between displays. I point out the decisions as their collections are becoming
latter because a higher level of immersion increasingly digitised, thinking ahead to more
usually comes at the price of less exchange user-facing knowledge reproduction could
between visitors in currently used AR exhibition pave the way for more experimental uses of
set ups. Green Planet, for instance, used critical XR interactions in our metaversal future.
overhead headphones and mounted mobile
Before I elaborate on this option, which would
devices to immersive visitors in various
require the museums themselves to be
biospheres, creating a journey which isolated
involved in the production of an XR interaction,
visitors from one another, thus discouraging
I will address some of the less complex options
discussion or reflection throughout. As
available to smaller, external content
Weijdom (2022) points out, it is precisely these
producers. In this context, development
exchanges which make XR experiences so
companies can likely learn from the wealth of
potentially enriching: in the in-between of
theory which has emerged from decades of
virtual engagement and setting up, navigating,
museological discourse. A key point is the shift
relocating, or the like, visitors are afforded the
from an authoritative, conservative model of
option of autonomous reflection and re-
teaching to more immersive, exploratory ways
narration. This potential of XR technologies to
of learning and critically engaging in the
transfer narrative authority to a visitor is one of
museum, which has been a central topic for
its advantages in subverting or critically
researchers and curators alike (Falk &
contextualising established institutional
Dierking, 1992; Hooper Greenhill, 1992;
knowledge reproduction. But as Unfiltered
Silverman, 1995; Falk & Dierking, 2000;
History demonstrates, providing space for
Henderson & Atencio, 2007; Meisner et al.,
discussion by creating a disjointed patchwork
2007; Roberts et al., 2018). The way the Tour
of navigational challenges is not a particularly
presents its information aligns closely with
effective mode of facilitation.
established languages of communication
One option, as Beacham et al. suggest in the within the museum, such as audio-guides and
2008 London Charter (for the use of 3- informative labels: each artwork, once
dimensional visualisation in the research and scanned, shows a static, minorly 3-
communication of cultural heritage), is to offer dimensional1 visualisation which displays the
rigorous transparency in relation to the text of the audio like subtitles in a film. The
objectives, processes, and mechanisms audio is the primary means of informational
underpinning the presented content, layout, content transmission and does little a
and interaction language. This could traditional audio-guide cannot. A significant
encompass a rationale, content history difference, however, is who is controlling the
toggles, or a layer of metadata which visitors narrative: an audio guide which has been
may access for further information. The latter, designed and curated by the British Museum,
in particular, could simultaneously function as in accordance with its agendas, has a different
a basis for more advanced, wiki-based informational authority than a commercially
approaches to knowledge dissemination, and produced intervention, and ties into the
potentially facilitate better information monetary dimension of Modern museum
exchange between XR researchers and spaces in a different way.
practitioners. In order to bridge this gap,
Audio-guides are usually paid add-ons
curiosity for experimentation and flexibility
provided by museums which otherwise allow
should not be restricted to user interaction and
free entry to the public, or part of the ticket price
design, but guide each aspect of the creation
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in UK museums which cost entry. Unfiltered courage to experiment and test the limitations
History is free and available on visitors’ mobile of this hypermedium is essential for XR to
devices without necessitating a download. deliver what has been promised on its behalf,
Content-wise, it consciously positions itself as and eventually, to incorporate museums into a
outside of, if not opposed to, the museum metaversal future which will blend the
space it interacts with. It works with a narrative boundaries between physical and virtual
of telling visitors truths the museum would spaces.
rather not have them know, thus presenting
One of the keys to utilising these elements is, I
itself as subversive to the British Museum,
argue, a focus on interaction over established
rather than being part of its narrative (Liu,
top-down models of information consumption,
2021). Any intervention which positions itself
such as reading labels or listening to unilateral
thus, and which claims to represent the voices
audio guide narratives. Most current XR
of people who lay a claim to displaced art,
experiences in museums advertise this
needs to address the potential of aiding the
dimension heavily but largely fail to deliver–
museum’s agenda in relation to the retention of
there are some exceptions, of course, but this
contested artefacts. While I will address this
predominantly applies to VR experiences and
challenge, and issues of performative uses of
responsive video-mapping installations, which
XR in decolonial contexts, in more detail in the
are much less self-directed than AR or MR
subsequent section, it is important to note that
experiences. Whether this mismatch between
by reproducing established means of
potential and implementation in AR/MR is due
communication which have been employed by
to design processes which are insufficiently
Western museums for centuries, the Tour is
tailored to XR, stakeholder requirements,
legitimising the British Museum’s role as an
monetary restrictions, time limitations, or a
authority of knowledge.
number of other factors, may vary from case to
One option of translating subversion to an case. A disconnect between the projection of
established institution on an interactional level what an XR experience could be and what is
is to make use of XR’s potential to bend the currently implemented in UK museums is
conventional realm of critical engagement in therefore a significant factor which connects
museum spaces. This means entering an audience expectation, institutional agendas,
experimental territory with a set of challenges and monetary underpinnings. One of the
which are, presently, unique to XR. The Green options museums, creators, and developers
Planet experience, for instance, demonstrated could explore would be wiki-based approaches
some of the difficulties developers face when to critical knowledge reproduction and
they actually centre their designs around interaction in XR.
interaction: there is a notable suspension of
A wiki is a hypertext publication which is
spatial social etiquette1, there is a gamification
collaboratively edited and overseen by its own
of issues which might not benefit from being
audience: users create content, define the
gamified, and the spatial awareness visitors
relationships, and establish links between the
normally adapt in an exhibition space is
site's pages (Parker & Chao, 2007). Dubbed
severely altered. If companies like Google or
“social software”, wikis are perceived as being
Meta, as well as museums continue to produce
especially democratic and interconnected,
and commission work which stays within the
allowing users to develop digital content
safe realms of established communication
collaboratively and open to the public
languages, there will be no experimentation,
(Alexander, 2006). In practice, wikis are not as
and thus no solutions or problematisations of
hierarchically flat as their conceptualisation
these factors. Moreover, the incredible
suggests: numerous studies on Wikipedia,
potential XR technologies present will not be
arguably the most famous wiki, have
fully tapped, which is a loss for both
demonstrated stark inequalities in access,
stakeholders and visitors. Therefore, the
1
I observed several visitors walking up to others, holding
devices much closer to a stranger’s face than would ever
be socially acceptable outside of the experience.
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authorship, and knowledge authority (Ortega et can filter out content that would be
al., 2008; Graham et al., 2015; Wagner et al., inappropriate or detrimental to the agenda of
2021), with more than two thirds of edits being the respective app. However, this is
made by a small, homogenously positioned simultaneously a counterargument to their
group of people. While wikis are far from a utilisation in a decolonial context: who these
magical potion to solve issues around editors are, whose agendas they represent,
knowledge gatekeeping and informational and whose voices they choose to amplify is
authority, in a contained institutional space with often determined by who already holds power,
a tradition of steep hierarchies and little authority, and monetary means. In the next
transparency, they might provide a useful basis section, I will discuss the potentially
for experimentation. problematic overlap of conflicting agencies
between museums, technologies, and
This is not a new idea: in the early 2000s, there
communities which have, historically, been
were initiatives to encourage visitor-written
excluded from shaping either.
labels (Nashashibi, 2003) and include non-
expert voices in immersive elements such as 7. RETAINING X EXPLAINING1
audio-guides. With the increasing Standing in front of the Rosetta Stone, the
plaformisation of knowledge – from the British Museum’s single most popular exhibit,
prevalence of Wikipedia and Quora to scanning its shape is challenging for several
Youtube, Twitter and Meta rivalling traditional reasons: on a busy Saturday morning, there
news sources (Bruckman, 2022; Carwil, 2021; are numerous excited visitors blocking the
Marchal et al., 2020; von Nordheim et al., view, there is a glare on the famous stone’s
2018) – over the past two decades, however, glass encasing from the spring sun outside,
these approaches have both become more and all my phone is showing me is the
palatable and less romanticised. Katarzyna beachball of doom. Once my colleague gets
Murawska-Muthesius (2016, p. 1) frames the the animation to work, the Rosetta stone is
critical museum as having potential to be a surrounded by a black-and-white, slightly
“forum” which counteracts hierarchies of abstracted image of a sea battle. Listening to
information, a point which seems especially the audio, Egyptian Egyptologist Heba Abd el
convincing for future audiences of digital Gawad2 narrates the story of the Rosetta stone
natives who do not delineate between and why it is so enigmatic of epistemic colonial
information obtained through a book, a blog, or violence. It performs, as my colleague points
a TikTok video. However, in the global media out, the colonial encounter virtually, reliving a
sphere, the reckoning of a lack of gatekeepers colonial moment and enhancing a colonial
and a radical subversion of established practice. This encapsulates three major issues
knowledge authority has come in the form of current XR practice faces in relation to the
rampant disinformation and the canonisation of critical contextualisation of politically divisive
once-fringe conspiracy theories. Thus, one topics, such as the repatriation of looted art:
must ask what the flipside to a potential firstly, its entrenchment in Imperial practices;
flattening of knowledge hierarchies in a secondly, its risk of metaphorical activism; and
museum space is: if anyone can provide thirdly, the contentious space between
whatever information they want, how can an activism and commercialism which institutions,
institution still ensure factuality and valuable communities and individuals must each
learning experiences? navigate in their respective realm.
In immersive technologies, this particular risk is In the Unfiltered History example, the black-
not so apparent: while XR apps can encourage and-white images function in a similar fashion
engagement, contributions, and discussion, to the aforementioned replication of
there is necessarily an element of editing which
1
In reference to the UK Government’s Retain and Explain Clement Geiger and Serena Salvadori, but it is not evident
Policy on contested artworks (Dowden et al., 2021). what their respective roles are.
2
When listening to the audio, it is not clear whether this is
Gawad’s own voice. The Unfiltered History Tour website
credits three voice actors for this episode, Antoine Morcos,
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established museum tools like audio-guides intervention. There is no in-built potential for
and labels: it enhances an existing colonial material change or for monetary benefits for
practice rather than undermining it. The Tour those whose heritage is being withheld at one
does not point towards the overtly passive museum or another. Quite the opposite
language in the British Museum’s labels of applies: the structures in place directly
these artefacts or corrects ‘looting’ to ‘grave correspond to colonial power distribution and
robbing’ where appropriate. This formal allow institutions which have perpetrated
assimilation to the space it interacts with colonial violence, or benefited from those who
equals a respectful acceptance of the norms did, to continuously profit from the
this space narrates. These small ways of reverberations of this violence. Currently, this
conforming translate into every layer of dynamic is breaching into virtual spaces
information reproduction: the images are through virtual objects with material monetary
black-and-white, echoing the aesthetic of value called NFTs (non-fungible tokens).
historical photographs, but they are not real According to UK copyright law, museums
images or depict real people. The comforting control who can take pictures or scans of the
distortion black-and-white images provide – exhibits they have, and profit significantly from
blood and ink look the same, dead bodies merchandise based on this form of ownership. 1
could just as easily be puppets – allows the While more radical activists have suggested
audience to dissociate and follows a long this could be subverted by simply stealing from
tradition of negating the ruthlessness and European museums (Diyabanza, 2020),
cruelty of colonial violence. In this context, the committing virtual theft through an XR app has
directionality of information, and the agendas significantly fewer tangible repercussions in
underpinning this project are highly relevant. terms of impact, personal risk and, perhaps,
This is not a crowd-funded initiative by ethical ambiguity. Future ‘subversive’ XR
repatriation advocates or BIPOC (Black, experiences might encourage people to take
Indigenous, (and) People of Colour) illicit pictures in museums and share them, or
researchers who are trying to overcome enable visitors to scan contested exhibits and
established power disparities by inserting then access a 3D model which they may 3D-
themselves into a space the British Museum print, as many times as they like, in the comfort
categorically excludes them from. It is a follow of their own home. But these are surface
up to VICE Media’s Empires of Dirt video series interactions which, whilst having
(Liu, 2021). Notably, it is not called the transformative educational potential for
Unfiltered Histories Tour, as one might expect individual visitors, do not challenge the
of an intervention that seeks to recognise a structures of the Modern museum or the
multiplicity of perspectives and historical narratives of its self-justification.
narratives, though it uses History in the
A substantial risk XR interventions carry is that
singular. While this is odd in the context of
they might mitigate Western museums’
decolonial activism, it is entirely predictable
pressing need to face their colonial structures
from a marketing viewpoint which considers
and take steps to change them. This is, in my
what people are most likely to Google, and
view, a particularly compelling argument
which hashtags gather most traction. I would
because it would mean that creating XR
argue that details like this outline the larger
experiences which critically contextualise
issues underpinning repatriation discourse in
contested exhibits in immersive, subversive,
Western museums, and the potential role of
and engaging ways, would effectively
immersive technologies in this context.
undermine the agendas they try to support.
Learning nothing about the activists, their Regardless of how many arguments can be
projects, or how one might contribute to them made in favour of XR’s ability to address non-
means their voices, however well-intended, are tangible aspects of repatriation and spirituality,
relegated to a realm of metaphorical their accessibility range, or educational
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capacities, it does appear unlikely that if, for the latter who carries the largest burden of
instance, an incredible immersive experience responsibility, as they have the largest
drew more and more visitors to Hoa influence on what the agendas, boundaries
Hakananai’a, this entity would ever be returned and leaps of the future museum might be.
to Rapa Nui. Therefore, one approach to Rather than being ‘the place where change
effectively support repatriation efforts could be goes to die’ (Procter, 2020, p. 271), museums
to produce utterly mediocre or faulty XR have the opportunity to invest capital and time
interactions. Another would be to not use them into addressing the destruction and violence
at all – I know researchers and activists who that has been perpetrated, and which they
would argue that immersive technologies are continue to profit from. Companies have the
never appropriate to be used in a critical opportunity to create work which has lasting
museum context because any effort to address impact, rather than being performative. This
colonial violence within the museum is to try process is necessarily going to be
and dismantle the Master’s house with the experimental, and will include missteps,
Master’s tools.1 I personally do not view negotiation, and prototypes which are less than
avoidance of a tool as a productive way of perfect. There are plenty of activists and artists
facilitating change – XR technologies will be as who have, time and time again, demonstrated
integrated into our future lives as the Web is that raging against the dying of the light is
now, whether it is used to critically worth the missteps and failed experiments,
contextualise contested artefacts or not. My because eventually, new norms will emerge.
hope is that by broadening its use, by being
experimental, daring, and subversive where 8. CONCLUSIONS
possible, there will be a wealth of critical While XR design, research and practice are no
content which shapes audience interaction by longer in their infancy, they are not fully grown
the time XR interactions become as ubiquitous yet, either: XR is in its tweens – promising and
in museum spaces as audio-guides were pre- bright, but also slightly awkward and not quite
pandemic. This content and its dissemination, to be trusted with large amounts of
its platforms and formats can be shaped by responsibility. Therefore, creators and
artists, activists, and researchers, and build stakeholders alike should be wary of
norms which institutions have to adjust to, overburdening it with socio-politically complex
rather than vice versa. content which XR is not quite mature enough
for yet. As I have argued in the previous
However, reclaiming what is already being paragraphs, there could very well be a version
appropriated for commercial interests can only of future uses of XR which will efficiently
work when the communities whose culture has support decolonial dialogue in UK museums
been displaced and dispersed in museums are and provide a genuine challenge to established
involved in the process. As the Unfiltered modes of knowledge reproduction. This does,
History Tour demonstrates, this involvement however, require rigorously transparent,
cannot stop at content creation but needs to inclusive, and interactive approaches which
consider the narratives of the spaces content centralise the claimants of displaced art,
interacts with, the language it communicates empower those marginalised by coloniality,
in, the interactive possibilities of its knowledge and shift the narrative from being controlled by
dissemination, and the management and Western institutions to a genuinely dialogical
platformisation of its data. This includes realm. This transformation cannot happen
considering the material impact of a virtual without a move away from top-down, linear
interaction, and a sincere engagement with the information transmission between an
epistemological underpinnings of the institution-as-gatekeeper-of-knowledge and a
presented content. The form this takes will be visitor-as-passive-consumer. Putting words
different for individuals, companies, creators, like ‘interactive’ or ‘exploratory’ in one’s app
developers, and museums, respectively. It is
1
In reference to Audre Lorde’s seminal essay ‘The
Master’s Tools Will Never Dismantle the Master’s House’
(1984).
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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RESUMO
Os museus estão a tornar-se, cada vez mais, experiências que empregam múltiplos media e,
com a emergência do metaverso (Coates, 2021), as tecnologias imersivas (XR) são projetadas
para formar uma parte importante das futuras experiências museológicas. Com opções para
fornecer uma multiplicidade de informação não necessariamente hierarquizada, apoiar
caminhos individualizados através de exposições, e experiências de visitas, as tecnologias
imersivas XR têm o potencial de ajudar a manter os visitantes envolvidos em torno de
informação complexa e matizada (Mulcahy, 2017). Trabalhando com dispositivos que a
maioria dos visitantes de museus já possui, as tecnologias XR apresentam um passo
promissor no sentido de uma maior inclusão, acessibilidade, e envolvimento ativo do público.
Contribuindo para a investigação sobre as múltiplas utilizações da XR nos museus do Reino
Unido, este documento centra-se na forma como a XR pode ser operacionalizada para abordar
as exposições constatadas nos museus ocidentais. Utilizando uma aplicação externa para o
Museu Britânico como exemplo, este documento discute os desafios decorrentes deste
cruzamento, incluindo a consolidação de tecnologias imersivas em dicotomias de poder
colonial, os riscos de intervenções virtuais performativas, e os agentes, em conflito museus,
empresas e indivíduos, devem navegar neste contexto. O autor sugere, como uma possível
abordagem experimental, interações XR baseadas em ambientes wiki que se envolvem com
epistemologias não-Eurocêntricas e são cocriadas por comunidades comummente
marginalizadas em espaços museológicos ocidentais.
Palavras-Chave: XR, Tecnologias Imersivas, Museologia Crítica, Museu Britânico,
Repatriamento
ABSTRACT
Museums are becoming increasingly multi-medial experiences and with the emergence of the
metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important
part of future museum experiences. With options to provide a multiplicity of non-hierarchical
information, support individualised paths through exhibitions, and experiential visits, XR has
the potential to help keep visitors engaged around complex and nuanced information (Mulcahy,
2017). Working on devices that most museum visitors already own, XR technologies present
a promising move towards more inclusivity, accessibility, and active audience engagement.
Contributing to research on the multiple uses of XR in UK museums, this paper focuses on
how XR can be operationalised to address contested displays in Western museums. Using an
external app for the British Museum as an example, this paper discusses the challenges arising
from this intersection, including the entrenchment of immersive technologies in colonial power
dichotomies, the risks of performative virtual interventions, and the conflicting agencies
museums, companies, and individuals must navigate in this context. The author suggests, as
a possible experimental approach, wiki-based XR interactions which engage with non-
Eurocentric epistemologies and are co-created by communities commonly disenfranchised in
Western museum spaces.
Keywords: XR, Immersive Technologies, Critical Museology, British Museum, Repatriation
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(Findlen, 1994). Isto foi operacionalizado por a museus e instituições culturais. Tecnologias
proponentes das ideologias imperialistas na imersivas foram lançadas no papel de uma das
Europa, forjando uma forte ligação entre os possíveis peças do puzzle: uma forma de ligar
museus modernos e as narrativas coloniais. linguagens de informação virtual e material, de
Como diz Sathnam Sanghera (2021, p. 54), em envolver audiências mais jovens, de introduzir
relação à cultura museológica britânica: "Os um elemento experimental e dialógico na
museus públicos cresceram à medida que o discussão de algumas das questões mais
império cresceu". complexas que os museus modernos
enfrentam.
Para além da Europa continental, os museus
eram utilizados como um meio de reprodução 3. XR X MUSEUS DO REINO UNIDO X
autorizada do conhecimento, "uma ferramenta COLONIALIDADE
poderosa para ajudar à lealdade e à boa
Ao longo das últimas duas décadas, as
governação" (Hendley, 1914, p. 58), enquanto
tecnologias emergentes têm sido geralmente
no Reino Unido, funcionavam para "fornecer
posicionadas ou como um meio de
informação sobre sociedades 'exóticas'"
neocolonialismo (Simmons, 2015) ou como
(Carrington, 2003, p. 82) a um público
instrumentos de emancipação (Bijker &
europeu. Isto levou a uma estreita ligação
Bijsterveld, 2000) em relação a questões de
entre a cultura de museu e a identidade
justiça social. No entanto, tem sido menos
nacional britânica (Hicks, 2022), o que, em
contestado que a reprodução da imagem
concordância com uma "presença
colonial no que Arjun Appadurai (2008)
generalizada" (Nabulsi in Packer, 2017, par. 2)
etiqueta "mediascapes" - que inclui museus
dos paradigmas do poder colonial na Grã-
como loci material e virtual - esteja
Bretanha e nas suas antigas colónias,
inerentemente entrelaçada com historiografia,
complica o envolvimento crítico com o passado
representação visual e arquitetura (De Sousa
e o presente coloniais do país. Em
Santos, 2016; Fanon, 1961; Hall, 1997;
comparação com os seus vizinhos europeus, o
Mignolo, 2002). Assim, os museus participam
Reino Unido parece lutar particularmente
numa cultura de encenação ideológica, onde o
contra a "insuportável luz de busca da
espaço museológico proporciona "uma
cumplicidade" (Tuck & Yang, 2012, p. 9) que
interface entre as forças imaginárias que
põe em causa a sua glória imperial (Gildea,
encarna e a forma real que toma" (Jacob,
2019). A prevalência resultante da "nostalgia e
2012, p.32), legitimando assim os sistemas de
amnésia" (Goodfellow, 2019, par. 11) articula
valorização existentes e emprestando uma
"a experiência formativa do império como
forma tangível a estas estruturas de crenças.
menos profunda e menos potente em moldar a
Por outras palavras, realiza "as ideologias
vida dos poderes colonizadores do que
económicas, sociais e políticas da sociedade
realmente foi" (Gilroy, 2005, p. 2). Nos museus
que a cria" (ibid.). Isto é altamente relevante
públicos britânicos, esta questão não pode ser
em relação às intervenções XR em espaços
ignorada ou menosprezada: ela constrói a
museológicos, uma vez que apresentam uma
própria fundação das estruturas que
extensão virtual às suas arquiteturas
constituem estes espaços. Contudo, o debate
existentes, envolvendo-se com material pré-
sobre a forma como estas questões podem ser
moldado e espaços virtuais. Assim, é essencial
abordadas continua a ser intenso, os seus
considerar as limitações de uma tal
intrincados enredos com os interesses
intervenção, perguntar quem é responsável,
conflituosos de diferentes atores apresentando
um complexo puzzle de negociações políticas
à Europa do Norte e ao núcleo que produziu o Iluminismo" nesta última categoria, e favorecem especificamente
(ibid.). Ao posicionar o Sul da Europa como parte de uma perspectivas privilegiadas, brancas, masculinas,
constelação de opressão do interior da Europa (Bernal, heteronormativas, que reclamam aplicabilidade universal.
1987; Dietze, 2014; Baker, 2016), os estudiosos O termo não é representativo da diversidade do
normalmente distinguem entre o Sul (Portugal, Espanha, pensamento e das culturas europeias, mas descreve uma
Sul de França, Itália) e duas Europas do Norte (Leste: prática ideológica local específica que subjaz a muitas
Polónia, Rússia; e Oeste: Alemanha, França, Inglaterra, instituições culturais modernas, incluindo museus
Escandinávia) (Dussel 1993, p. 71). Os pontos de vista (Chakrabarty, 2000).
'eurocêntricos' estão predominantemente enraizados
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quem lucra com ela, e quem reproduz os ocidentais devido à sua não-interferência com
conhecimentos que ela reproduz. configurações materiais (Roosevelt et al.,
2015), dentro de contextos de descolonização,
Nos debates atuais sobre os usos das
o que - ou quem - é não invasivo ou destrutivo
tecnologias XR em contextos patrimoniais e
é muito determinado pelo impacto e não pela
museus, estas questões não se situam na
intenção. Bagele Chilisa (2020) levanta várias
vanguarda do discurso académico. Stuart
questões éticas relativamente à consideração
Jeffrey (2015) descreve este último como um
da espiritualidade e das relações humano-
campo que se envolve em modos de
objeto na investigação de enquadramento
coprodução, replicação física e qualidade
ocidental, citando instâncias que são
estética, autenticidade (Jeffrey et al., 2017), e
consideradas éticas pelos padrões ocidentais,
os complexos enredos da sua própria
mas violam as fronteiras das comunidades
produção (Huvila, 2012). A maioria das bolsas
indígenas. Dependendo dos agenciamentos
de estudo XR orientadas para a prática centra-
considerados, as intervenções XR poderiam
se na experiência do utilizador (Wither et al.,
ser destrutivas, mesmo que esta destruição
2010; Herbst et al., 2008; Hussein & Ali, 2022),
não seja visível. Rotular as intervenções XR
desenvolvimento de experiências tecnológicas
como "não-invasivas" reproduz
(Cavallo et al., 2016; Jin et al., 2021; Shin et
conceptualizações ocidentais das fronteiras
al.., 2021; Hartmann & Vogel, 2021), eficácia
espaciais e as suas reverberações
pedagógica (Smørdal et al., 2016; Georgiou &
ideológicas. Considerando a destruição ou
Kyza, 2021; Remolar et al., 2021; Ibharim et
deslocação espiritual poderia, dependendo do
al., 2021), ou as acerca das "dimensões de
contexto cultural, ser essencial para avaliar se
produção local de uma aplicação orientada
a utilização desta tecnologia é apropriada para
para a experiência" (Engberg, 2017, p.3).
um espaço. A incorporação de tecnologias
Como campo emergente, a maioria dos
imersivas em redes de conhecimento
estudos envolvendo XR são experimentais,
centradas no Ocidente, para além das
mas também, como nota Marcos Llobera
hierarquias mutáveis de criação e edição de
(2012), limitados pelos pixels e soundbites que
conteúdos, é assim um fator significativo que
constituem a sua presença virtual. Isto traduz-
os museus e criadores XR devem considerar
se numa utilização comparativamente
em relação ao conteúdo (des)colonial.
conservadora e limitada da potencial oferta
hipotética das tecnologias XR. Giacomo Este desafio é ainda mais complicado por uma
Landeschi (2019, p. 25) atribui isto ao divisão distinta entre o trabalho XR baseado na
sobrestimar do "papel da visão entre os prática e académico (embora existam
sentidos" que constrói "uma realidade passada excepções a esta generalização), bem como a
tendenciosa" no contexto da utilização de XR sua interdisciplinaridade inerente. Ainda que
para contextualizações históricas críticas. Isto este último seja um dos principais aspetos de
corresponde a críticas do discurso da venda da XR dentro do meio académico, estar
descolonização estabelecidas a partir de um disperso por várias disciplinas que não
enfoque desproporcionado sobre o visível nas comunicam facilmente entre si ou utilizam os
epistemologias ocidentais, como por exemplo mesmos quadros metodológicos, traduz-se
o articulado por Oyèrónkẹ́ Oyěwùmí (2005). As numa falta de metadados transferíveis
sobreposições entre a crítica do discurso da (Rahaman et al., 2019, p. 4) e de intercâmbio
descolonização e os estudos de XR não de conhecimentos na teoria e prática da XR.
terminam na estética, contudo: a objetificação, Como resultado, a maioria dos projetos atuais
um tema muito debatido em relação ao de XR em contextos de museus apresentam
repatriamento de obras de arte saqueadas, grandes desconexões entre o seu potencial
apresenta um desafio central à potencial exploratório, experimental e a sua
utilização de tecnologias imersivas nos implementação em relação a questões
museus ocidentais. divisórias ou sensíveis. Nas próximas secções
argumentarei que, a fim de operacionalizar
Enquanto o XR é geralmente considerado
tecnologias imersivas como museologia
espacialmente "não invasivo" pelos estudiosos
crítica, política e experimental, precisamos de
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único nas práticas atuais de XR nos museus: para uma aplicação RA, como a recente
os laboratórios desenvolvem Experiência RA do Planeta Verde (2022), que
predominantemente aplicações à distância foi uma experiência RA financiada
(Wang et al., 2021), sem considerar as comercialmente com base em Piccadilly
especificidades locais e as limitações práticas Circus. Esta experiência utilizou pop-ups
(tais como a existência de um fluxo constante limitados no tempo que alteraram um espaço
de visitantes a lotar a Pedra Rosetta, ou a de galeria em Piccadilly Circus para fornecer
inexistência de WiFi público na cave do Museu elementos físicos para uma interação de outro
Britânico, onde estão localizados os Benin modo inteiramente virtual. Exibindo uma
Bronzes). Wither et al. (2010) argumentam que estética Apple-store-meets-rainforest, esta
é "crítico" desenhar o local "em vez de o experiência proporcionou conjuntos físicos
contornar" (p. 46). Herbst et al. (2008) afirmam comparativamente austeros e salas vazias que
igualmente que "colocar maior ênfase no local seriam então 'preenchidas' com animações
onde a ação tem lugar e compreender e, através de um dispositivo RA móvel e
portanto, utilizar mais eficazmente o local real" contextualizadas através de áudio, narrado
(p. 236) é crucial para uma experiência positiva pelo ícone de transmissão Sir David
do utilizador em aplicações RA interativas. De Attenborough. O Unfiltered History Tour não
acordo com Maria Engberg (2017), isto pode goza de tal luxo: deve navegar pelo que já está
variar desde "uma compreensão de como a presente no Museu Britânico, em vez de ser
posição do dispositivo do utilizador e o capaz de mover obras de arte ou modificar
contexto específico do sítio interagem com o espaços de acordo com as necessidades da
design digital" até "o quadro potencial aplicação. Precisa de enfrentar "as ideologias
incorporado para cada utilizador individual" (p. económicas, sociais e políticas" decretadas
4). Isto é especialmente relevante no museu pela arquitetura material do Museu Britânico e
ocidental, que expressa na sua arquitetura "as responder à forma como estes espaços
ideologias económicas, sociais e políticas da modulam o movimento dos visitantes (Jacob,
sociedade que o cria" (Jacob, 2012, p. 32). 2012, p. 33) e permitem a interação. Embora o
Uma compreensão das especificidades Tour não tenha sido encomendado,
espaciais por parte dos designers e criadores concebido, ou sancionado pelo Museu
é, no entanto, apenas um dos lados desta Britânico, os seus desafios ecoam barreiras
equação. que os museus que utilizam aplicações RA são
susceptíveis de enfrentar. Para uma aplicação
As estruturas presentes num espaço
externa que não pode esperar ser acomodada
museológico moldam a experiência do
por um museu, estes desafios são acelerados:
utilizador, independentemente do
como argumentam Paul Cegys e Joris
conhecimento ou consideração que uma
Weijdom (2020), experiências imersivas
equipa de criadores tenha sobre elas. O
estendem-se para além da interação com uma
Unfiltered History Tour torna esta influência
interface, o que significa que nos espaços
particularmente aparente, uma vez que muito
museológicos, chegar, entrar, navegar, falar
do sentido de falta de serenidade (Arefi, 1999)
com os colegas visitantes, e eventualmente
e desorientação que eu e o meu colega
sair, fazem todos parte da experiência. A falta
experimentámos ao utilizar a aplicação pode
de um sentido de orientação espacial como um
ser atribuído à disposição e organização do
preâmbulo entre diferentes períodos de tempo,
próprio Museu Britânico.1 Isto apresenta um
continentes, e culturas representadas no
contraste com as instalações específicas do
Museu Britânico é, assim, uma condição prévia
local que foram construídas especificamente
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que uma aplicação externa tem de ter em enquadramento para explorar as limitações
conta, e deveria, eu argumentaria, compensar das fronteiras existentes, e as tecnologias de
potencialmente. Como o Bispo e Perjoyschi opções concebidas conceptualmente no
(2013, p. 24) pedem em Museologia Radical: Ocidente oferecem à autocrítica das
"se o passado e o presente são desmoronados instituições ocidentais. Na sequência das
em grupos trans históricos e trans geográficos, minhas anteriores críticas sobre o "Unfiltered
como podem as diferenças entre lugares e Histories Tour" não introduzindo abertamente
períodos ser compreendidas?" estrutura onde o Museu Britânico tem falta
dela, isto também pode ser visto como um
Como o meu colega salientou, as aplicações
desafio das noções ocidentais de estrutura.
de RA que contextualizam écrans podem
Embora eu suspeite que esta consideração dá
muito bem fornecer uma resposta a esta
demasiado crédito aos criadores da digressão,
questão. Disseram eles: "Se não estivéssemos
há um argumento a ser apresentado a favor do
especificamente à procura de coisas,
caos intencional e das não-hierarquias
estaríamos apenas a vaguear sem rumo entre
experimentais no desenvolvimento da
diferentes culturas, diferentes lugares,
aplicação XR.
diferentes épocas, sem propósito, sem rima ou
razão". O propósito implicado pela agenda 6. CONHECIMENTO X AUTORIDADE
articulada através de uma aplicação de Uma vantagem discutível da abordagem de
experiência imersiva apresenta em si uma reinos soltos da História não filtrada é a de que
forma de mapa, um caminho semiótico que não é necessário envolver-se com os
desafia a autoridade narrativa da arquitetura expositores numa determinada ordem, ou a
do edifício e as escolhas curatoriais feitas em um determinado ritmo. Além disso, é possível
relação às suas exposições. Para além disto, revisitar as obras de arte à vontade, pausar ou
as aplicações XR podem expandir os limites rebobinar. Isto é coerente com a prometida
físicos do museu e narrar um caminho que natureza exploratória da experiência,
conduz os seus utilizadores a um jardim proporciona mais acessibilidade do que
secreto ou a um curioso semáforo a alguns narrativas lineares, e permite que os visitantes
quarteirões de distância, acoplando espaços falem uns com os outros entre as exposições.
físicos externos ao museu no reino virtual com Saliento este último aspecto porque um nível
o qual a aplicação interage. Considerando este mais elevado de imersão vem normalmente ao
potencial, a História Não Filtrada faz preço de uma menor troca entre visitantes em
comparativamente pouco para contrariar ou exposições de RA atualmente utilizadas. O
subverter a narrativa espacial articulada Planeta Verde, por exemplo, utilizou
através da arquitetura e curadoria do Museu auscultadores aéreos e dispositivos móveis
Britânico. Isto não é inteiramente montados para imergir os visitantes em várias
surpreendente à luz dos substanciais desafios biosferas, criando uma viagem que isolou os
conceptuais decorrentes de uma tal agenda. visitantes uns dos outros, desencorajando
Enquanto um aplicativo XR poderia, por assim a discussão ou reflexão ao longo do
exemplo, fornecer uma ordem que respeitasse tempo. Como Weijdom (2022) salienta, são
mais a distinção e as localidades das culturas precisamente estas trocas que tornam as
representadas no Museu Britânico do que a experiências XR tão potencialmente
disposição das suas exposições físicas, ao enriquecedoras: no meio de um envolvimento
fazê-lo reproduz simultaneamente formas virtual e da criação, navegação, deslocação,
ocidentais de saber, aderindo a conceitos ou similares, os visitantes têm a opção de
geográficos e categóricos eurocêntricos. reflexão autónoma e de renomeação. Este
Portanto, para desafiar conceptualmente a potencial das tecnologias XR para transferir
(des)ordem curatorial apresentada por um autoridade narrativa a um visitante é uma das
espaço como o Museu Britânico, uma suas vantagens em subverter ou
interação XR teria de se basear em contextualizar criticamente a reprodução do
abordagens epistemológicas não ocidentais. É conhecimento institucional estabelecido. Mas
aqui que a experiência pode servir de como a História não filtrada demonstra,
proporcionar espaço de discussão através da
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artefatos contestados. Embora vá abordar este tais como a leitura de etiquetas ou a audição
desafio, e questões de usos performativos de de narrativas unilaterais de guia de áudio. A
XR em contextos de descolonização, mais maioria das atuais experiências XR em
detalhadamente na secção seguinte, é museus anunciam fortemente esta dimensão,
importante notar que ao reproduzir meios de mas em grande parte não a cumprem - existem
comunicação estabelecidos que têm sido algumas excepções, claro, mas isto aplica-se
utilizados pelos museus ocidentais durante predominantemente às experiências RV e às
séculos, a Volta está a legitimar o papel do instalações de vídeo-mapeamento reativas,
Museu Britânico como uma autoridade do que são muito menos autodirigidas do que as
conhecimento. experiências RA ou RM. Se este
desfasamento entre potencial e
Uma opção de traduzir a subversão para uma
implementação em RA/RM se deve a
instituição estabelecida a um nível interativo é
processos de concepção insuficientemente
fazer uso do potencial de XR para dobrar o
adaptados a XR, requisitos das partes
domínio convencional do envolvimento crítico
interessadas, restrições monetárias,
nos espaços museológicos. Isto significa
limitações de tempo, ou uma série de outros
entrar num território experimental com um
fatores, pode variar de caso para caso. Uma
conjunto de desafios que são, atualmente,
desconexão entre a projeção do que poderia
únicos para a XR. A experiência do Planeta
ser uma experiência XR e o que é atualmente
Verde, por exemplo, demonstrou algumas das
implementado nos museus do Reino Unido é,
dificuldades que os criadores enfrentam
portanto, um fator significativo que liga as
quando na realidade centram os seus projetos
expectativas do público, as agendas
em torno da interação: há uma notável
institucionais, e os fundamentos monetários.
suspensão da etiqueta social espacial1, há
Uma das opções que os museus, criadores e
uma gama de questões que podem não
criadores poderiam explorar seria abordagens
beneficiar de serem jogadas, e a consciência
baseadas em wiki para a reprodução e
espacial que os visitantes normalmente
interação do conhecimento crítico em XR.
adaptam num espaço expositivo é
severamente alterada. Se empresas como o Wiki é uma publicação de hipertexto que é
Google ou a Meta, bem como museus editada em colaboração e supervisionada pelo
continuarem a produzir e encomendar trabalho seu próprio público: os utilizadores criam
que se mantenha dentro dos domínios seguros conteúdos, definem as relações, e
das línguas de comunicação estabelecidas, estabelecem ligações entre as páginas do sítio
não haverá experimentação, e, portanto, não (Parker & Chao, 2007). Denominado "software
haverá soluções ou problemáticas destes social", os wikis são vistos como sendo
fatores. Além disso, o incrível potencial das especialmente democráticos e interligados,
tecnologias XR presentes não será totalmente permitindo aos utilizadores desenvolver
explorado, o que constitui uma perda tanto conteúdos digitais em colaboração e abertos
para as partes interessadas como para os ao público (Alexander, 2006). Na prática, os
visitantes. Portanto, a coragem de wikis não são tão hierarquicamente planos
experimentar e testar as limitações deste como a sua conceptualização sugere:
hipermédia é essencial para que a XR possa numerosos estudos sobre a Wikipédia, sem
cumprir o que foi prometido em seu nome e, dúvida o wiki mais famoso, têm demonstrado
eventualmente, incorporar os museus num grandes desigualdades no acesso, autoria e
futuro metaversal que irá misturar as fronteiras autoridade do conhecimento (Ortega et al.,
entre os espaços físicos e virtuais. 2008; Graham et al., 2015; Wagner et al.,
2021), com mais de dois terços das edições a
Uma das chaves para a utilização destes
serem feitas por um pequeno grupo de
elementos é, defendo, um enfoque na
pessoas, homogeneamente posicionado.
interação sobre modelos de consumo de
Embora os wikis estejam longe de ser uma
informação estabelecidos de cima para baixo,
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poção mágica para resolver questões em torno necessariamente um elemento de edição que
da manutenção do conhecimento e da pode filtrar conteúdos que seriam inadequados
autoridade informativa, num espaço ou prejudiciais para a agenda da respetiva
institucional contido, com uma tradição de aplicação. Contudo, isto é simultaneamente
hierarquias íngremes e pouca transparência, um contra-argumento à sua utilização num
eles podem fornecer uma base útil para a contexto de descolonização: quem são estes
experimentação. editores, cujas agendas representam, e cujas
vozes escolhem amplificar é muitas vezes
Esta não é uma ideia nova: no início dos anos
determinada por quem já detém o poder,
2000, houve iniciativas para encorajar as
autoridade e meios monetários. Na próxima
etiquetas escritas pelos visitantes (Nashashibi,
secção, discutirei a sobreposição
2003) e incluir vozes não especializadas em
potencialmente problemática de agências em
elementos imersivos, tais como guias áudio.
conflito entre museus, tecnologias e
Com o crescente plaformismo do
comunidades que, historicamente, têm sido
conhecimento - desde a prevalência da
excluídas da formação de qualquer uma delas.
Wikipédia e Quora ao Youtube, Twitter e Meta
rivalling fontes de notícias tradicionais 7. RETENÇÃO X EXPLICAÇÃO1
(Bruckman, 2022; Carwil, 2021; Marchal et al., Em frente à Pedra de Rosetta, a exposição
2020; von Nordheim et al., 2018) - nas últimas mais popular do Museu Britânico, a
duas décadas, contudo, estas abordagens digitalização da sua forma é um desafio por
tornaram-se ambas mais agradáveis e menos várias razões: numa manhã ocupada de
romantizadas. Katarzyna Murawska- sábado, há numerosos visitantes excitados a
Muthesius (2016, p. 1) enquadra o museu bloquear a vista, há um brilho no famoso vidro
crítico como tendo potencial para ser um da famosa pedra que se esconde do sol da
"fórum" que contraria hierarquias de primavera lá fora, e tudo o que o meu telefone
informação, um ponto que parece me mostra é a bola da perdição. Assim que o
especialmente convincente para futuras meu colega consegue que a animação
audiências de nativos digitais que não funcione, a pedra de Rosetta é rodeada por
delimitam entre informação obtida através de uma imagem a preto e branco, ligeiramente
um livro, um blog, ou um vídeo TikTok. No abstraída de uma batalha marítima. Ao ouvir o
entanto, na esfera global dos meios de áudio, o egiptólogo egípcio Heba Abd el
comunicação social, o cálculo da falta de Gawad2 narra a história da pedra de Roseta e
guardiões e de uma subversão radical da porque é tão enigmática da violência colonial
autoridade do conhecimento estabelecida, epistémica. Realiza, como o meu colega
surgiu sob a forma de desinformação salienta, o encontro colonial praticamente,
desenfreada e da canonização de teorias de revivendo um momento colonial e reforçando
conspiração outrora marginais. Assim, há que uma prática colonial. Isto encerra três grandes
perguntar qual é o reverso de uma potencial questões que a prática XR atual enfrenta em
aplanação das hierarquias de conhecimento relação à contextualização crítica de temas
num espaço museológico: se alguém pode politicamente divisores, tais como a
fornecer qualquer informação que queira, repatriação da arte saqueada: primeiro, o seu
como pode uma instituição ainda assegurar a enraizamento em práticas Imperiais; segundo,
factualidade e experiências de aprendizagem o seu risco de ativismo metafórico; e terceiro,
valiosas? o espaço contencioso entre ativismo e a
Nas tecnologias imersivas, este risco particular vertente comercial que cada instituição,
não é tão aparente: enquanto as aplicações comunidade e indivíduo deve navegar no seu
XR podem encorajar o envolvimento, respectivo reino.
contribuições e discussão, há
1 2
O título aqui refere-se à Política de Retenção e Ao ouvir o áudio, não é claro se esta é a própria voz de
Explicação do Governo britânico sobre obras de arte Gawad. O website da Turnê de História Não Filtrada
contestadas (Dowden et al., 2021). credita três atores de voz para este episódio, Antoine
Morcos, Clement Geiger e Serena Salvadori, mas não é
evidente quais são os seus respetivos papéis.
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1
Em referência ao ensaio seminal de Audre Lorde 'The (1984) que se traduz como ‘As Ferramentas do Mestre
Master's Tools Will Never Dismantle the Master's House' Nunca Desmantelarão a Casa do Mestre’ em português.
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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Check for Updates
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RESUMO
O artigo discute um dos principais projetos do departamento educativo do Museu Nacional
Thyssen-Bornemisza (Madri/ES): Nubla: Laboratorio de Arte, Educación y Videojuegos,
projeto esboçado em 2013, que ganhou corpo entre 2015-2017 e segue em curso. Neste
artigo, busca-se compreender o que define Nubla e de que forma se diferencia dos jogos
digitais criados pelo EducaThyssen anteriormente, desde 2001. Foram utilizados os
procedimentos de: pesquisa exploratória, nas plataformas online da instituição, e revisão
bibliográfica. Primeiramente, o artigo contextualiza e descreve o caso Nubla. Então, discute
como esse laboratório explora a linguagem dos videogames, o processo de game design e o
desenvolvimento de produtos midiáticos. Destaca que o EducaThyssen realiza tudo isso de
forma colaborativa, com o público jovem e através de parcerias com universidades e empresas
da indústria de videogames. Por fim, analisa Nubla a partir dos conceitos “visitante ativo”
(1998) e “pós-museu” (2000) de Eilean Hooper-Greenhill; e “ecossistema comunicativo” (2004)
e “museu plural” (2000) de Jesús Martín-Barbero. Conclui que Nubla contribui para
transformações de práticas e valores, não apenas no âmbito do museu, mas nas áreas de
arte, de educação e na indústria dos videogames.
Palavras-chave: Videogame, Educação em museu, Artes visuais, Estudos de museu, Estudo
de jogos digitais
ABSTRACT
The article discusses one of the main projects of the Education Department of the Thyssen-
Bornemisza National Museum (Madrid/ES). Nubla: Laboratorio de Arte, Educación y
Videojuegos is a project designed in 2013, which took shape between 2015-2017, and is still
active to this day. In this paper, I sought to understand what defines Nubla and how the project
differs from the video games previously created by EducaThyssen (2001-). The methods used
were: exploratory research (in the institution's online platforms), and bibliographic review. First,
the article contextualizes and briefly describes the Nubla. Then, it discusses how this laboratory
explores the language of video games, the game design process, and the development of
media products. EducaThyssen works in collaborative dynamics, carried out with young
audiences and in partnership with universities and companies in the video game industry.
Finally, the article analyzes Nubla based on the concepts "active visitor" (1998) and "post-
museum" (2000) by Eilean Hooper-Greenhill; and "communicative ecosystem" (2004) and
"plural museum" (2000) by Jesús Martín-Barbero. It concludes that Nubla actively contributes
to the transformation of practices and values, not only in the world of museums but also in the
fields of art, education, and the video game industry.
Keywords: Video game, Education museum, Visual arts, Museum studies, Game studies
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via, este artigo discute ações de museu de arte pelo Museu Boijmans de Roterdã para uma
que produz jogos digitais, tendo como tema exposição do artista holandes Hieronymus
peças do acervo tangível (como pinturas, Bosch. O jogo ficou entre os sete finalistas do
esculturas e gravuras). Assim, é dada prêmio Museums and Web 2001 na categoria
continuidade à pesquisa antes iniciada, melhor aplicativo experimental, além de
quando realizei mapeamento e classificação receber duas premiações no EuroPrix 2001,
de iniciativas do tipo, oriundas de museus de nas categorias Knowledge, Discovery and
diferentes partes do mundo (Bahia, 2008). Culture e destaque do ano. Ao justificar a
premiação, o júri do EuroPrix afirmou que a
Há décadas, museus de arte vêm concebendo
iniciativa era uma variação atualizada da obra
e produzindo jogos digitais a partir do acervo.
de Bosch, atuando tanto como mídia de
Geralmente são iniciativas do departamento
entretenimento quanto educacional, voltada a
educativo da instituição, remetendo-nos a um
adultos e a jovens (Bahia, 2014).
outro excerto da história: o uso de videogames
em ação de educação não-formal é tão antigo Mas Bosch Adventure Game não é o único
quanto a própria origem desse tipo de media. jogo que se destaca entre os produzidos por
museus de arte. Neste artigo, enfoca-se o caso
O primeiro jogo eletrônico foi desenvolvido
Nubla, do Museu Nacional Thyssen-
para uma exposição do Brookhaven National
Bornemisza. Localizado em Madrid, o
Laboratory (Nova York), antes mesmo de
departamento educativo desse museu vem
existir fliperama (também conhecido como
explorando articulações possíveis e
arcade) e console portátil para videogame.
inovadoras entre o seu papel enquanto
Trata-se do jogo Tennis for Two (1958), no
instituição social, as tecnologias de
qual duas pessoas podiam controlar,
comunicação digital e o conceito de Jogo.
separadamente, o arremesso do ponto
(representação de uma bola) de um lado para Primeiramente, o artigo contextualiza (i) os
o outro de uma linha (representação da rede videogames do EducaThyssen
de tênis) que apareciam num osciloscópio, (departamento educativo do Museu Thyssen).
equipamento que cumpria a função de tela. O A partir daí, apresenta (ii) o caso Nubla:
osciloscópio e os controles estavam Laboratorio de Arte, Educación y
conectados a um computador analógico, onde Videojuegos, um projeto que o
o jogo era processado. Tennis for Two foi EducaThyssen esboçou em 2013 e que vem
criado pelo físico nuclear Willy Higinbotham, sendo realizado desde 2017. Portanto, na
para o dia anual de visitação pública daquele segunda parte, o artigo sumariza os resultados
Laboratório, com a intenção de tornar tal de pesquisa exploratória sobre o caso,
evento educativo mais interativo e interessante realizada no website institucional
ao público visitante. Como Higinbotham (www.educathyssen.org) e em outros locais
escreveu: “it might liven up the place to have a que documentam as ações educativas do
game that people could play, and which would museu, e das interpretações tecidas a partir do
convey the message that our scientific procedimento de “jogar o jogo” (Aarseth,
endeavors have relevance for society” 2003). Na terceira parte, discute o caso, (iii)
(Brookhaven, 2008, s/p). A iniciativa foi bem pensando Nubla no contexto da educação
recebida, visitantes faziam fila para ter a em museu, tendo por base os conceitos
chance de experimentar o dispositivo lúdico- “visitante ativo” (1998) e “pós-museu” (2000)
educativo. da professora de Museum Studies Eilean
Hooper-Greenhill; e “museu plural” (2000) do
Do jogo de Higinbotham até hoje, diversas
pensador da comunicação Jesús Martín-
outras instituições de educação não-formal
Barbero. Por fim, apresenta as (iv)
passaram a produzir jogos digitais com o
conclusões do estudo de caso, indicando
intuito de, entre outras coisas, envolver
caminhos para futuras pesquisas.
gerações mais jovens e potencializar o
processo de significação do acervo. Exemplo
bem sucedido é o Bosch Adventure Game
(2000), jogo online e multiusuário produzido
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Em 2001, menos de uma década após a raros do que são hoje, um bem que despertava
fundação do museu, o EducaThyssen já havia pouco interesse das pessoas em geral. O site
criado a plataforma web Espacio Abierto era classificado como AA-WAI (seguia as
(Figura 1). Nela promovia a colaboração de diretrizes internacionais de acessibilidade de
visitantes na produção de conteúdos (como conteúdo web para pessoas com deficiência)
postagem de comentário em fóruns e abertura e, apesar de incluir arquivos multimídia,
de tópicos de discussão) e em debates sobre adotava a HTML como linguagem padrão, de
educação em arte. Vale lembrar que eram modo que todo o conteúdo podia ser rastreado
tempos dos primeiros blogs, quando os através de motores de busca na Web.
computadores eram muito mais onerosos e
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Figura 2 - Captura feita em 2007 de tela do jogo Guido contra el Señor de las Sombras
(EducaThyssen)
Ali, na ainda pouco habitada Web, o coleção escrita por James Mayhw, cuja
EducaThyssen publicou o seu primeiro jogo protagonista é a menina Katie (ou Érica, no
online: Guido contra el Señor de las Sombras Brasil) que vive aventuras em museus de arte,
(2001) (Figura 2). Experimentava uma nova algo que sempre inicia com ela entrando em
forma de apresentar as obras do acervo para uma obra e se desenvolve num percurso pelas
o público infantil. Segundo o coordenador do demais obras ali expostas (Bahia, 2008). Mas
EducaThyssen, Rufino Ferreras (2017), não se o EducaThyssen lapidou tal ideia. Ao longo de
tratava apenas de aderir ao modismo dos mais de 20 anos, tem explorado a metáfora a
jogos online, o intuito era desenvolver partir do conceito de Jogo e da mídia
estratégias comunicacionais coerentes com o videogame, desenvolvendo ações educativas
‘jogo da interpretação’ teorizado pelo filósofo que realiza de forma online e presencial, em
Hans-Georg Gadamer (1996). Segundo suas salas expositivas ou na sede de
Ferreras, a pergunta que norteou a criação das instituições parceiras.
interfaces online do museu foi: o que
A trajetória do EducaThyssen no campo de
caracteriza a experiência, e não a aparência,
produção de jogos digitais começou de forma
de estar num museu de arte? A resposta
modesta. O primeiro jogo online (Guido...) não
escolhida foi: a aventura de “entrar” nas obras.
passava de uma narrativa interativa e não-
Daí a ideia de criar narrativas de jogo que
linear, cujo protagonista estava mais
enlaçam aspectos visuais e semânticos das
interessado em falar sobre as obras do que em
peças do acervo.
promover a interação do jogador com as
A metáfora da obra de arte como “janela” para pinturas do acervo. O próprio nome do
realidades alternativas, e a de “mergulho na personagem, Guido, evidenciava o intuito de
obra” para representar o processo de personificar um guia de museu. Mas o
interpretação, não são novidade. De facto, é EducaThyssen seguiu experimentando,
estratégia recorrente em jogos, livros e buscando estratégias cada vez mais efetivas
atividades educativas propostos por museus para a comunicação em museus e educação
de arte. Está presente nos livros infantis da não-formal em arte.
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o Flash, que não se compara com a projeto Nubla: um laboratório que investiga a
complexidade de recursos das plataformas relação entre arte, educação e videogame,
profissionais de desenvolvimento de criado para promover experiência de design,
videogames. Tal limitação era, de facto, a produção, desenvolvimento e publicação de
potência dessa ferramenta. Como discutido jogos a partir das obras do acervo. Mais do que
anteriormente (Bahia, 2021), esta ferramenta produzir jogos, o museu passou a construir
foi amplamente utilizada na primeira década novas conexões com a comunidade local,
do século XX, por possuir uma interface dando ênfase ao público jovem, além de
amigável para criadores amadores (não- estabelecer parcerias com universidades e
programadores), viabilizar o desenvolvimento organizações da indústria do videogame.
de jogos digitais a custos módicos e em
formato adequado para a publicação
independente na jovem Web. O Flash permitiu 3. CASO NUBLA: LABORATORIO DE
que artistas, educadores e outros profissionais ARTE, EDUCACIÓN Y VIDEOJUEGOS
não-programadores se apropriassem da Em 2013, de conversas entre Rufino Ferreras
programação como “ferramenta de (coordenador do EducaThyssen) e Daniel
empoderamento”, como lembra Lev Manovich Sánchez (designer de jogos e fundador do
(Bahia, 2021). estúdio Gammera Nest), surgiu a ideia de criar
um ambiente dinâmico e colaborativo de
Por tudo isso, é plausível dizer que a equipe
discussão, criação e desenvolvimento de
artística-educacional do EducaThyssen teve
jogos digitais no museu. Dois anos depois, a
condições de acompanhar de perto o processo
ideia ganhou forma com a abertura do primeiro
de concepção, produção e lapidação de
ateliê permanente de criação de jogos digitais
Guido..., zelando pelo alinhamento da
no EducaThyssen, o Nubla Art Game
produção com a ideia de oferecer aos
(Sanchez, 2015). Em 2017, o programa
visitantes uma aventura interpretativa pelas
passou a se chamar Nubla: Laboratorio de
obras do museu.
Arte, Educación y Videojuegos, congregando
Mesmo assim, o jogador de Guido... diferentes tipos de atividades (ateliês,
permanece mais na posição de “quem recebe reuniões, eventos, entre outras) e, inclusive, a
mensagens” do que na de “quem constrói produção de videogames.
conteúdo” no museu, de modo que não
Até o momento, já foram produzidos e
realizava plenamente os propósitos que
lançados pelo Laboratório, os videogames:
levaram o Museu Thyssen a utilizar
Nubla 1 (2015) (adaptado em versões para
tecnologias digitais (Espadas & Ferreras,
console PS4, computador e sistemas mobile
2003). Então, a equipe percebeu que deveria
Android e iOS), Nubla 2 :.M, la ciudad en el
dilatar as possibilidades de interação
centro del mundo (2019) (versões para PS4 e
oferecidas aos públicos visados. Passou a
computador). Além disso, há o aplicativo Las
perceber o caráter expressivo, criativo,
Islas de Nubla (Android e iOS).
colaborativo e, portanto, educativo da
experiência de game design (processo de Cada jogo possui consistência própria, mas
conceção das dimensões estética, narrativa, todos compartilham o mesmo universo
mecânica e tecnológica de um jogo, como narrativo: o mundo de Nubla. A exploração
definido por Jesse Schell, 2011). desse mundo foi planejada para acontecer em
três etapas, sendo que cada uma aprofunda a
Daí surgiu a ideia de envolver os visitantes do
narrativa e amplia as possibilidades de
museu no processo de game design. Pessoas
descoberta do mundo. A terceira parte ainda
e instituições interessadas passaram a ser
não foi lançada. Mas vejamos do que trata as
convidadas a participar da criação dos jogos
duas primeiras.
do EducaThyssen. A ideia ganhou forma no
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Fonte: https://store.steampowered.com/app/1101000/Nubla
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Fonte: https://store.steampowered.com/app/1610450/Nubla_2/
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1
“Nos adentramos en un terreno completamente nuevo público del museo?” (González, 2018, p. 2, traduzido do
que nos generaba preguntas [...] ¿cómo generar un espanhol para o português por Vanda Maria Gonçalves de
discurso coherente con los productos que consumen Sousa)
habitualmente los jóvenes, tanto a nivel tecnológico como
estético, llevándolo a sus pantallas y a la vez mantener la
base crítica y educativa en la que queremos formar al
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1
“¿Qué significan aprender y saber en el tiempo de la ¿Está la educación haciéndose cargo de esos
sociedad informacional y las redes que insenan interrogantes? Y, si no lo está haciendo, ¿cómo puede
instantáneamente lo local en lo global? ¿Qué pretender ser hoy un verdadero espacio social y cultural
desplazamientos cognitivos e institucionales están de producción y apropiación de conocimientos?" (Martín-
exigiendo los nuevos dispositivos de producción y Barbero, 2004, p. 58-59, traduzido do espanhol para o
apropiación del conocimiento a partir del interfaz que português por Jacob Gorender)
enlaza las pantallas hogareñas de televisión con las
laborales del computador y las lúdicas de los videojuegos?
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Greenhill destaca que as novas formas de local-chave para a aprendizagem atual, tão ou
pensar as audiências das mídias contribuiu mais importante do que a educação escolar.
decisivamente para a transformação dos
Mas os museus precisam voltar a prestar
museus, levando estes a buscar uma relação
atenção nos conteúdos dos seus discursos,
mais dinâmica com seus públicos.
não apenas aos métodos pedagógicos. É
Considerando que cultura, comunicação, necessário indagar o que cada museu propõe
aprendizagem e identidade são ideias-chave ensinar. Daí a importância de a instituição
do pós-museu, as instituições que atuam a refletir sobre as implicações das
partir dessa perspectiva dão ênfase às ações interpretações presentes em seus dizeres: o
de educação no museu, buscam integrar os que é dito, por quem e com que propósito. Por
projetos educacionais aos demais âmbitos da meio de recursos comunicacionais (da
organização da instituição. Isso nos remete ao expografia aos artefatos mediáticos), os
Museu Thyssen, visto que as ações do museus constroem um olhar, apresentam uma
EducaThyssen são concebidas de forma história, interpretam e atribuem sentidos às
integrada com as exposições. O departamento coleções. A isso Hooper-Greenhill chama de
educativo contribui com a proposição de “currículo do museu” (2007), cujo peso é
exposições e com a forma de apresentar o grande, visto que os museus são instituições
acervo permanente: o mundo de Nubla que “ensinam o que deve ser ensinado”.
emerge do museu físico, assim como este se
Portanto, a ação do EducaThyssen de articular
apresenta no mundo virtual do jogo; o caráter
‘belas artes’ com videogame tem um impacto
ficcional das narrativas de Nubla não impede
significativamente mais profundo do que o de
que estas sejam retomadas nas visitas
outros jogos criados a partir de obras da
guiadas, no museu físico; as oficinas de
história da arte ― como A mansão de
criação de jogos iniciadas no museu físico têm
Quelícera (Casthalia, 2005) e The Procession
continuidade em outras instituições, mas
to Calvary (Joe Richardson, 2020). Narrativas
incluem momentos de retorno à sala expositiva
públicas têm peso diferencial na construção de
para aprofundar a história e os cenários do
saberes e identidades. Até mesmo por isso, os
mundo Nubla.
discursos dos museus são permeados por
Outras idas e vindas entre o digital e o tangível, disputas de poder e o visitante atua nesse
entre o universo do jogo e da coleção do espaço de batalha, como um protagonista
museu, poderiam ser aqui citadas. Mas o ativo, apesar de não ser soberano. Daí a
importante é destacar que tudo isso é coerente importância das representações culturais
com transformações pedagógicas mais presentes nos museus serem reconhecidas
amplas, que questionam o entendimento de pelo público como algo sempre relativo, de
educação como algo aprisionado entre modo que possa gerar a sensação de
dualidades (como incerteza e certeza, pertencimento. Sem isso, o aprendizado ali
consumo e conhecimento, jogo e estudo, promovido será “prejudicial e destrutivo”
corpo e mente). Hooper-Greenhill (2007) cita a (Hooper-Greenhill, 2007, p. 13), colocando o
expressão “serious play” (jogos sérios) como visitante num estado de não-subjetividade, de
exemplo de desconstrução dessa visão não agência.
dicotômica dos processos de conhecer, como
O “currículo do museu” (Hooper-Greenhill,
um caminho profícuo para a educação nos
2007) precisa ser pensado a partir das
museus.
identidades dos seus visitantes-aprendizes.
Hooper-Greenhill (2007) também destaca que Deve articular as diferentes subjetividades dos
a educação contemporânea tem se voltado a públicos, ecoar as histórias de seus visitantes.
contribuir com o fortalecimento de identidades Hooper-Greenhill ([1994]1998) constatou a
pessoais, da autoconfiança e da capacidade importância de o museu construir “pontes”
das pessoas avaliarem e fazerem julgamentos sólidas com seus públicos, sugerindo que as
sobre seus próprios interesses e desejos instituições façam pesquisas, busquem saber
individuais. Nesse sentido, os museus são qual o significado do museu para as pessoas,
como elas fazem uso daquele espaço e como
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as exposições ecoam (ou não) em suas vidas. evidenciando o Laboratório como espaço de
A partir daí, é possível estabelecer segmentos aprendizagem. Parafraseando Hooper-
de público e desenhar formas de acesso à Greenhill (2007): aprender é transformar quem
informação diferenciados por segmento. Foi o somos e o que podemos fazer; é tornar-se.
que se buscou com o laboratório Nubla, uma
aproximação efetiva com o público jovem e
estudante universitário, um perfil que deixa de 5. CONCLUSÕES
frequentar o museu na medida que não Em uma edição da Revista do Patrimônio
acompanhavam seus pais nos passeios de Histórico e Artístico do Brasil, dedicada a
família, sequer integrar grupos de visita pensar os museus como espaço de
escolar. “antropofagia da memória”, o antropólogo José
do Nascimento Júnior (2005) tomou um
Mas em cada segmento de público existe conceito de Marcel Mauss e definiu o museu
interesses plurais. Por isso Hooper-Greenhill como espaço de dádiva: sua função está
(1998) sugere que os museus trabalhem em menos em coletar e preservar objetos, mais
conjunto com seus públicos, que os convidem em ofertar tais objetos às novas gerações; e
a ser “visitante ativo” (active visitor). Exemplo quem realiza a oferenda busca promover a
é quando se convida pessoas de grupos própria prática da dádiva, para que quem
minoritários durante a preparação das recebe a oferenda hoje, pratique a dávida
exposições. De qualquer forma, o museu deve amanhã.
tomar cuidado para proporcionar experiências É assim que leio as ações do EducaThyssen,
nas quais os visitantes desejem de fato atuar como promoção da prática da dádiva. O
no museu, que não se sintam coagido a isso. museu tem conseguido, não apenas despertar
As estratégias desenvolvidas pelo o interesse de um segmento de público que
EducaThyssen parece despertar esse tipo de vinha se afastando da instituição, mas desloca
desejo naqules que participam do laboratório esse público da posição de espectador para a
Nubla, proporcionando uma experiência que de visitante ativo (Hooper-Greenhill). A
articula vários tipos de prazer: da fruição, de escolha do conceito de Jogo (Gadamer) e da
jogar, de aprender, de desenvolver mídia videogame se mostrou oportuna. Mais
competências técnicas, de ser mais do que era do que isso, alcançou resultados promissores
antes. E isso não está restrito aos visitantes graças a insistência e o compromisso da
que se engajam no desenvolvimento dos equipe EducaThyssen em manter tal foco
videogames. Alcança também quem participa (Ferreras, 2017), buscando lapidar e
de ações educativas no prédio do museu, aprofundar suas estratégias.
quando o museu promove entre os visitantes Vimos que o EducaThyssen começou a
um “percurso de descoberta do potencial das produzir jogos online, entendendo estes como
obras de arte para contar e criar histórias” mera ferramenta educativa. Depois passou a
(EducaThyssen, 2022). explorar a linguagem mediática e o próprio
processo de design e de desenvolvimento de
E mesmo entre aqueles que participam da videogames, sem perder de vista o propósito
criação dos videogames, diferentes modos de educativo de suas ações. Essa jornada
ver, saber e conviver são oferecidos. O institucional culminou no projeto Nubla: um
Laboratório intercala atividades de laboratório colaborativo no qual são criados
contemplação de obras com momentos de contextos narrativos e mecânicas de jogo a
design, produção e desenvolvimento dos partir de elementos visuais e semânticos de
videogames. Um participante pode se obras da coleção Thyssen. Além da equipe
identificar mais e preferir contribuir com um Educa Thyssen, participam desse processo
tipo de atividade, mas a equipe multidisciplinar criativo visitantes interessados, o estúdio de
precisa funcionar de forma colaborativa, onde desenvolvimento de jogos Gammera Nest,
todos acompanham o processo e um acaba universidades parceiras (com a ESNE) e
por contribuir com as atividades dos colegas. estudantes de cursos diversos (de Design de
Assim, é comum que uma pessoa da equipe jogos até História da arte), além de o projeto já
descubra novos interesses e aptidões, ter sido contemplado com o fomento do
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Internet Live Stats (2022). Observatório em Museo Thyssen (n.d.) [Online]. Available at
tempo real criado pela W3C [Online]. Available https://www.museothyssen.org (Accessed: 23
at https://www.internetlivestats.com/internet- May 2019).
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visitants. Madri: Trea. Histórico e Artístico Nacional - Museus:
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https://www.hobbyconsolas.com/industria Nubla’ supera las 20.000 unidades vendidas.
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hegemonía. México: Gustavo Gili. Sánchez, D. (2015). Entrevistamos a Daniel
Martin-Barbero, J. (2000). Dislocaciones del Sánchez, director de Nubla. Hobbyconsolas
tiempo y nuevas topografias de la memória. In [Online]. Available at
Holanda, H.; Resende, B. (Ed.). Artelatina. Rio https://www.hobbyconsolas.com/industria/entr
de Janeiro: Aeroplano e MAM-RJ. evistamos-daniel-sanchez-director-nubla-341
Martin-Barbero, J. & Rey, G. (2004). Os Schell, J. (2011). A arte de game design: o livro
exercícios do ver: hegemonia audiovisual e original. Rio de Janeiro: Elservier.
ficção televisiva (trad. Jacob Gorender). São
Paulo: Senac.
PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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ABSTRACT
The article discusses one of the main projects of the Education Department of the Thyssen-
Bornemisza National Museum (Madrid/ES). Nubla: Laboratorio de Arte, Educación y
Videojuegos is a project designed in 2013, which took shape between 2015-2017, and is still
active to this day. In this paper, I sought to understand what defines Nubla and how the project
differs from the video games previously created by EducaThyssen (2001-). The methods used
were: exploratory research (in the institution's online platforms), and bibliographic review. First,
the article contextualizes and briefly describes the Nubla. Then, it discusses how this laboratory
explores the language of video games, the game design process, and the development of
media products. EducaThyssen works in collaborative dynamics, carried out with young
audiences and in partnership with universities and companies in the video game industry.
Finally, the article analyzes Nubla based on the concepts "active visitor" (1998) and "post-
museum" (2000) by Eilean Hooper-Greenhill; and "communicative ecosystem" (2004) and
"plural museum" (2000) by Jesús Martín-Barbero. It concludes that Nubla actively contributes
to the transformation of practices and values, not only in the world of museums but also in the
fields of art, education, and the video game industry.
Keywords: Video game, Education museum, Visual arts, Museum studies, Game studies
RESUMO
O artigo discute um dos principais projetos do departamento educativo do Museu Nacional
Thyssen-Bornemisza (Madri/ES): Nubla: Laboratorio de Arte, Educación y Videojuegos,
projeto esboçado em 2013, que ganhou corpo entre 2015-2017 e segue em curso. Neste
artigo, busca-se compreender o que define Nubla e de que forma diferencia-se dos jogos
digitais criados pelo EducaThyssen anteriormente, desde 2001. Foram utilizados os
procedimentos de: pesquisa exploratória, nas plataformas online da instituição, e revisão
bibliográfica. Primeiramente, o artigo contextualiza e descreve o caso Nubla. Então, discute
como esse laboratório explora a linguagem dos videogames, o processo de game design e o
desenvolvimento de produtos midiáticos. Destaca que o EducaThyssen realiza tudo isso de
forma colaborativa, com o público jovem e através de parcerias com universidades e empresas
da indústria de videogames. Por fim, analisa Nubla a partir dos conceitos “visitante ativo”
(1998) e “pós-museu” (2000) de Eilean Hooper-Greenhill; e “ecossistema comunicativo” (2004)
e “museu plural” (2000) de Jesús Martín-Barbero. Conclui que Nubla contribui para
transformações de práticas e valores, não apenas no âmbito do museu, mas nas áreas de
arte, de educação e na indústria dos videogames.
Palavras-chave: Videogame, Educação em museu, Artes visuais, Estudos de museu, Estudo
de jogos digitais
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produce digital games, taking tangible EuroPrix 2001, in the categories Knowledge,
collection pieces (such as paintings, Discovery and Culture and highlight of the
sculptures, and prints) as their subject. Thus, it year. In justifying the award, the EuroPrix jury
is given continuity to the research that had said the initiative was an updated variation of
been started before, when I conducted a Bosch's work, acting as both entertainment
mapping and classification of initiatives of this and educational media, aimed at both adults
kind, from museums around the world (Bahia, and young people (Bahia, 2014).
2008). But Bosch Adventure Game is not the only
For decades, art museums have been game that stands out among those produced
conceiving and producing digital games from by art museums. In this article, we focus on the
their collections. These are usually initiatives of case of Nubla, from the Thyssen-Bornemisza
the institution's education department, which National Museum. Located in Madrid, the
brings us to another piece of history: the use of museum's education department has explored
video games in non-formal education is as old possible and innovative articulations between
as the origin of this type of media. its role as a social institution, digital
The first electronic game was developed for an communication technologies and the concept
exhibition at Brookhaven National Laboratory of Game.
(New York), even before there were arcades First, the article contextualizes (i) the video
and portable video game consoles. It was the games of EducaThyssen (educational
game Tennis for Two (1958), in which two department of the Thyssen Museum). From
people could control, separately, the throw of there, it presents (ii) the case of Nubla:
the point (representation of a ball) from one Laboratorio de Arte, Educación y
side of a line (representation of the tennis net) Videojuegos, a project that EducaThyssen
to the other, appearing on an oscilloscope, outlined in 2013 and that has been carried out
equipment that served as a screen. The since 2017. Therefore, in the second part, the
oscilloscope and controls were connected to article summarizes the results of exploratory
an analog computer that processed the game. research on the case, conducted on the
Tennis for Two was created by nuclear institutional website (www.educathyssen.org
physicist Willy Higinbotham, for the and in other places that document the
Laboratory's annual public visitation day, with museum's educational actions and of the
the intention of making such an educational interpretations woven from the procedure of
event more interactive and interesting to the "playing the game" (Aarseth, 2003). In the third
visiting public. As Higinbotham wrote: "it might part, it discusses the case, (iii) thinking Nubla
liven up the place to have a game that people in the context of museum education,
could play, and which would convey the drawing on the concepts "active visitor" (1998)
message that our scientific endeavors have and "post-museum" (2000) of Museum Studies
relevance for society" (Brookhaven, 2008, s/p). professor Eilean Hooper-Greenhill; and "plural
The initiative was well received, visitors lined museum" (2000) of communication thinker
up to have the opportunity to try the playful Jesús Martín-Barbero. Finally, it presents the
educational device. (iv) conclusions of the case study, indicating
From Higinbotham's game until today, several avenues for future research.
other non-formal education institutions started
to produce digital games with the intention, 2. THE VIDEO GAMES OF
among other things, to involve younger EDUCATHYSSEN
generations and enhance the collection's
The Thyssen-Bornemisza Museum (here
meaning. A successful example is the Bosch
abbreviated as Thyssen Museum) was
Adventure Game (2000), a multi-user online
founded in 1992 from the collection of the
game produced by the Boijmans Museum in
Thyssen-Bornemisza couple of barons. The
Rotterdam for an exhibition of the Dutch artist
following year the collection was acquired by
Hieronymus Bosch. The game was among the
the Spanish government, and the museum
seven finalists for the Museums and Web
became a national institution with a collection
Award 2001 in the category best pilot
available for public visitation. However, it
application, and received two awards at the
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continued to be run by the foundation of the in the context that the Google search engine
family, which faced the challenge of making was launched, in beta version, before there
known an important collection of works of art was Facebook (2004), Youtube (2005) and
that had previously been accessible to a few. smartphones (cc. 2007). The Web was
Compared to other art museums (such as the accessed by a tiny portion of the world's
Prado Museum from 1819), the Thyssen population: in 2001, there were 502 million
Museum is extremely young. However, its Web users (just over 8% of the population at
foundation almost coincides with the birth of the time); today there are 5.2 billion (about 60%
the World Wide Web (1989), with the beginning of the current population) (Internet Live Stats,
of the popularization of the Internet on personal 2022).
computers. This was exploited by the institution
Figure 1 - The screenshot of the website Espacio Abierto, taken in 2006 (EducaThyssen)
In 2001, less than a decade after the founding computers were much more expensive and
of the museum, EducaThyssen had already rarer than they are today, a commodity that
created the website Espacio Abierto (Figure 1). aroused little interest from people. The site was
There it promoted the cooperation of visitors in rated AA-WAI (it followed international
the production of content (such as posting guidelines for accessibility of web content for
comments in forums and opening discussion people with disabilities) and, although it
themes) and in discussions about art included multimedia files, it adopted HTML as
education. It is worth remembering that these its standard language, so that all content could
were the days of the first blogs, when be crawled through web search engines.
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Figure 2 - The screenshot of the game Guido against el Señor de las Sombras, taken in 2007
(EducaThyssen)
There, on the still uninhabited Web, in the children's books of the collection written
EducaThyssen published its first online game: by James Mayhw, whose main character is the
Guido contra el Señor de las Sombras (2001) girl Katie who lives adventures in art museums,
(Figure 2). It was experimenting with a new something that always starts with her entering
way to present the works in the collection to the a work of art and develops in a journey through
children's audience. According to the the other works exhibited there (Bahia, 2008).
coordinator of EducaThyssen, Rufino Ferreras But EducaThyssen has polished this idea. For
(2017), it was not just about joining the fad of over 20 years, it has explored the metaphor
online games, the intent was to develop from the concept of Game and the video game
communicational strategies consistent with the media, developing educational actions that are
'game of interpretation' theorized by done online and in person, in its exhibition
philosopher Hans-Georg Gadamer (1996). rooms or in the headquarters of partner
According to Ferreras, the question that led the agencies.
creation of the museum's online interfaces
The trajectory of EducaThyssen in the field of
was: What characterizes the experience, and
digital game production began modestly. The
not the appearance, of being in an art
first online game (Guido...) was nothing more
museum? The chosen answer was the
than an interactive and non-linear narrative,
adventure of "entering" the works. Hence, the
whose protagonist was more interested in
idea of creating game narratives that
talking about the works than in promoting the
interweave visual and semantic aspects of the
player's interaction with the paintings in the
collection's pieces.
collection. The very name of the character,
The metaphor of the work of art as a "window" Guido, evidenced the intent to personify a
to alternative realities, and that of "diving into museum guide. But EducaThyssen continued
the work" to represent the interpretation to experiment, seeking more and more
process, are not new. In fact, it is a recurring effective strategies for communication in
strategy in games, books, and educational museums and informal art education.
events proposed by art museums. It is present
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Figure 3 - The screenshot of the game Los enigmas de EducaThyssen, taken in 2007
(EducaThyssen)
It has developed games in the form of quizzes The Guido... was a simple video game, as
and web-gymkhanas. An example is Laberinto already discussed (Bahia, 2008), but not
Thyssen: el arte te desafia (2002), which simplistic. The curation of work was careful.
mobilized 300 teams and 2,000 players (Bahia, Those mentioned in the game were key
2008). The challenge was to solve puzzles paintings from the Thyssen collection, besides
launched weekly, quickly, and objectively depicting characters provided with some
search the museum's online database supernatural element to be incorporated into
(digitalized collection) to decipher puzzles the game's fictional narrative and, therefore, to
created from information about specific works be used by the player to compose his own
of Thyssen Museum. There was also Los superhero. For example, when Guido
Enigmas de Educa Thyssen (2005) (Figure 3), comments on Rosary's Triptych (Von
which was more complex (it involved 49 Kulmbach, 1510), we learn that Moses' horns
puzzles) and longer (it lasted more than a year, are a symbol of wisdom and that this would
from November/2005 to February/2007). In help the player defeat the villain of the narrative
both, competition was emphasized more than of the game, the Lord of Shadows. Also
collaboration between visitor-players. The incorporated into the game were the angel's
EducaThyssen team itself recognized wings from a gothic painting, the violin from a
(Ferreras, 2017) that in the gymkhanas they surrealist painting, among other elements. The
sought to engage the public through extrinsic narrative and aesthetics of Guido... were based
motivational resources (such as ranking and on semantic and formal aspects of the works
prizes), exploring little of what moves us to Play mentioned above. Moreover, the mechanics of
(experience) with the artwork. the game (Guido's dialogues with the player, so
that the latter chooses which element to borrow
But Guido... was different. He demonstrated
from each work) represent the hermeneutic
the artistic "interpretation game" better than the
movement of playing with art. There is no
web gymkhana. There were also El Misterio de
"wrong" choice in the dialogues, but the
las Miradas del Thyssen (2008) and El caso del
choices made in this non-linear narrative
ladrón de medianoche (2010) that also
immerse the player in an iconographic
explored the investigative game genre. But
labyrinth. The trip ends after the player has
let's go back to the first game made by
gone through eight works, when he reaches
EducaThyssen.
the final module: a lab to create his superhero.
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The conceptual consistency of Guido... was relationship between art, education, and
built on multimedia authoring software, Flash, videogames, created to promote the
which does not compare with the complexity of experience of design, production,
features of professional video game development, and publication of games based
development platforms. Such limitation was, in on the works in the collection. More than just
fact, the power of this tool. As discussed producing games, the museum began to build
previously (Bahia, 2021), this tool was widely new links with the local community,
used in the first decade of the twentieth emphasizing young people, and establishing
century, for having a friendly interface for partnerships with universities and
amateur creators (non-programmers), organizations in the video game industry.
enabling the development of digital games at
low costs and in a format suitable for
independent publication on the young Web. 3. THE CASE OF NUBLA: LABORATORIO
Flash allowed artists, educators, and other DE ARTE, EDUCACIÓN Y
non-programming professionals to appropriate VIDEOJUEGOS
programming as a "tool of empowerment", as In 2013, from conversations between Rufino
reminds Lev Manovich (Bahia, 2021). Ferreras (coordinator of EducaThyssen) and
Daniel Sánchez (game designer and founder of
For all these reasons, it is plausible to say that
the Gammera Nest studio), came the idea of
the artistic-educational team of EducaThyssen
creating a dynamic and collaborative
was able to closely follow the process of
environment for discussion, creation, and
conception, production and polishing of
development of digital games at the museum.
Guido..., ensuring that production is aligned
Two years later, the idea took shape with the
with the idea of offering visitors an interpretive
opening of the first permanent digital game
adventure through the works of the museum.
studio at EducaThyssen, the Nubla Art Game
Even so, the player of Guido... remained more (Sanchez, 2015). In 2017, the program was
in the position of "who receives messages" renamed Nubla: Laboratorio de Arte,
than in that of "who builds content" in the Educación y Videojuegos, bringing together
museum, so that it did not fully realize the different types of activities (workshops,
purposes that led the Thyssen Museum to use meetings, events, among others) and even the
digital technologies (Espadas & Ferreras, production of video games.
2003). Then, the team realized that it should So far, the following video games have been
expand the possibilities of interaction offered to produced and released by the Lab: Nubla 1
the targeted publics. They began to realize the (2015) (adapted in versions for PS4 console,
expressive, creative, collaborative and, computer, and Android and iOS mobile
therefore, educational character of the game systems), Nubla 2:.M, la ciudad en el centro del
design experience (process of conceiving the mundo (2019) (versions for PS4 and
aesthetic, narrative, mechanical and computer). In addition, there is the Las Islas de
technological dimensions of a game, as Nubla application (Android and iOS).
defined by Jesse Schell, 2011). Each game has its own consistency, but all
share the same narrative universe: the world of
From this came the idea of involving museum Nubla. The exploration of this world is planned
visitors in the game design process. Interested to take place in three stages, each of which
people and institutions were invited to deepens the narrative and expands the
participate in the creation of the EducaThyssen possibilities of discovering the world. The third
games. The idea took shape in the Nubla part has not yet been released. However, let us
project: a laboratory that investigates the see what the first two are about.
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Source: https://store.steampowered.com/app/1101000/Nubla
The video game Nubla 1 (Figure 4) focuses on the different parts of the Nubla world, each
the construction of the identity of the created from a style/group of artworks. There
protagonist who seeks to recover his lost you encounter puzzles and get hints on how to
memory. The very title Nubla, which means solve them.
"cloud" in Spanish, can be read as a
The gameplay is centered on exploring the
problematization of the fragility of memory
world and solving puzzles, although it does mix
entrusted to Internet servers, "saved" in the
platform game mechanics at times. But Nubla
"cloud".
1 has some control issues and a system crash
The scenarios are constructed from work from at the end of the game (Huerto, 2015).
the museum's collection. The highlight of Nubla Nevertheless, scenarios play a central role in
1 is La casa de la esquina (Ludwig Meidner, the player's experience and seamlessly
1913), but also present are: Muerto acechando integrate with puzzles to solve.
a su familia (Yves Tanguy, 1927), Árbol
The game Nubla 2 continues the concept
solitario y árboles conyugales (Max Ernst,
presented in Nubla 1 but it explores in greater
1940), Casa giratoria (Paul Klee, 1921),
depth the theme of time. The exploration of the
Habitación de hotel (Edward Hopper, 1931),
game world again is with an avatar (boy or girl)
among others.
chosen initially. But the journey is broader and
The player begins by choosing his or her with richer aesthetics (sonically and visually)
avatar, a boy or a girl, although this choice than the first game. The featured work is
does not really impact the course of the game. Metropolis (George Grosz, 1917), hence the
He then begins to wander through an obscure subtitle of the game: .M, the city in the heart of
gallery in a museum, where he comes across the world. The player must overcome puzzles
empty picture frames. He encounters to continue trying to recover the memory and
characters in different artistic styles (surrealist, creativity that his or her avatar has lost. As the
cubist, impressionist, and others), perhaps narrative progresses, the player discovers the
straight out of the paintings. The player selects problems of .M City and engages in an
one of them to accompany him, and each one underground revolution led by a group of
has a special ability (flying, teleportation, women artists. As in Nubla 1, play remains
among others) that impacts the experience in focused on exploring the world and solving
the game. From there, the player enters frames puzzles, but there are challenges that require
and experiences unusual situations. In the first the use of different motor and cognitive skills
dive into a painting the player discovers that than those required in the previous title.
the "elephant of [Salvador] Dalí" has
Nubla 2 (Figure 5) is a much more complex
disappeared and receives his game mission: to
game and better aligned with the parameters of
find this elephant. He does this by traversing
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Source: https://store.steampowered.com/app/1610450/Nubla_2/
The curation of works for Nubla's world was narrative rhythm. In this way, the most
done in the lab's workshops. Participants were important thing is to be taken care of: to
motivated to 'enter' the works and build maintain the "interpretation game" experienced
interpretations and narratives from them, then by the player.
appropriate what they found there and, in a
The development process of Nubla 1 moved
process of re-reading, collectively create the
from the university context to the business
world, the plot and the challenges of the game.
context. It started with the participation of
So, unlike Guido..., the works are not
students from Escuela Universitaria de Diseño,
presented as paintings in Nubla. Even though
Innovación y Tecnología - ESNE (OZ Lane
the game starts in a museum gallery, amidst
Games Collective) and, as the project grew
empty frames, and the avatar enters the works,
and had new demands, it was embraced by the
the narrative unfolds beyond the museum and
video game studio Gammera Nest - a studio
the player interacts with characters who have
that is also a partner of ESNE and recently
already left the works. As a result, the
carried out an action with the Prado Museum
boundary between the world of each work and
(200 y +...Taller de videojuegos, 2018).
the game world is blurred. Nubla " evokes", not
Students from ESNE and other universities,
reproduces, works and museums (Ferreras,
such as the University of Nebrija and
2017).
Complutense de Madrid, participate in this
In Guido... the protagonist (museum guide) second moment of Nubla, so the project has
gained prominence in the narrative. In Nubla, it consolidated its importance, not only in the
is the world itself created by the participants museum context, but in that of higher
coauthoring the game that stands out. In education. Nubla was a teaching motto for
Alejandro Alcolea Huertos (2015) view, the students in game design, animation,
hero of Nubla is the environment itself, which programming, music, design, audiovisual, art
integrates perfectly with the puzzles and and art history, those who want to work with
makes the game precious. As Daniel Sánchez digital games.
(2015) reinforces, Nubla's puzzles were
Another distinctive feature of Nubla compared
created to be simple to solve: they require
to previous games produced by EducaThyssen
some intellectual work, but they do not
was the adoption of specialized platforms for
generate prolonged interruptions of the game's
video games, such as the PlayStation console
movement, they do not compromise the
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and Unity development software. This allowed from some audiences, such as those who do
Nubla to be enrolled and selected by the not own this expensive video game console.
PlayStation®Talents program (Sony/Spain), There are Nubla games that are only available
which promotes the development of local and for PS4, that need to be purchased from the
innovative content for this platform, generating PlayStation Store - for modest amounts, it is
products that can be distributed in different true, about five Euros per game - that require
countries. Specifically, it has integrated the arm the use of this console to be played.
of the program aimed at university training:
But the motivation of the Lab's team to adopt
PlayStation®First (Playstation Talents, 2019).
the PlayStation as a delivery platform is related
Daniel Sánchez highlights advantages of to diagnoses previously raised by
participating in PlayStation®Talent: the team EducaThyssen. As Ana Gómez González
had access to development kits, and the reports, the institution wanted to reach a public
organization helped them set a work rhythm that rarely visited the Thyssen Museum - that
and have broader knowledge about marketing is, teenagers and university students:
and promoting a digital game. Thus, the young
We entered a completely new terrain that
people were able to expand knowledge in
generated questions [...] as to how to engage
technology and market, they became
in meaningful ways with the content that young
professionalized: "eso hace que el juego vaya
people habitually consume, both on a
convirtiéndose en algo 'real' que es capaz de
technological and aesthetical level, and deliver
ser distribuido" (Sánchez, 2015, s/p.). Such
it to their screens in the format enriched with
dimension is not separated from the museum
critical and educational aspects in which we
and art education purposes that mark Nubla,
want to train the museum's audience?
as these purposes configure the differential
(González, 2018, p. 2)1
and innovative character of this game concept,
which also justifies its selection in Everything indicates that it has achieved such
PlayStation®First. a goal. The very continuation of Nubla on PS4
is due to the commercial success already
Nubla does not repeat the main trends of the
achieved by Nubla 1: by 2017, more than
entertainment video game industry. The
20,000 units had been sold in countries such
conception of the games begins in the museum
as the United States, the United Kingdom,
rooms, dialoguing from works and, thanks to
Germany, and Spain (Playstation Talents,
the diversity of areas and institutions involved
2019).
in the Lab, it is possible to build effectively
plural dialogues and generate differential Regardless of whether it culminates in
solutions: "abrir la imaginación y nuestras published video games or not, Nubla's creative
mentes a todo tipo de propuestas y no nos workshops always begin in the museum's
'atan' a lo esencialmente comercial" (Sánchez, rooms, where participants choose and
2015). The games taken as reference by the dialogue from works. Thus, the world of Nubla
Nubla team have an experiential character, as is being expanded and the story of the main
Sánchez explains. Games that seek to make character continues to be written, in the quest
the player "feel something" when going through to recover a lost memory, strolling through the
a narrative, as is the case of Braid (Jonathan gallery with paintings of different artistic styles,
Blow, 2008), Machinarium (Amanita, 2009), all of which are part of the museum's collection.
Limbo (Playdead, 2010), Journey
(ThatGameCompany, 2012), among others. EducaThyssen carries out face-to-face
activities especially geared to the video game-
It is undeniable that by joining the PlayStation playing public of Nubla. Yet, although the video
platform, EducaThyssen has also moved away game media is the mobilizing element of the
1 “Nos adentramos en un terreno completamente nuevo base crítica y educativa en la que queremos formar al
que nos generaba preguntas [...] ¿cómo generar un público del museo?” (González, 2018, p. 2, translated into
discurso coherente con los productos que consumen English by Gabriele Salciute Civiliene, 2022).
habitualmente los jóvenes, tanto a nivel tecnológico como
estético, llevándolo a sus pantallas y a la vez mantener la
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project, Nubla is not defined solely as such. of building narratives from works of art in the
Nubla's narrative argument is also used in collection.
presential educational actions that do not even
In short, as Ana Gómez González (2018) puts
aim at media production; actions that involve
it, Nubla is a laboratory of interdisciplinary
visitors of different ages and professional
experimentation, "something alive," a flexible
areas. An example is the activity Cartografías
and continuously evolving creative/educational
de Nubla (Figure 6), a face-to-face journey
process.
through the museum's rooms with the mission
4. THINKING NUBLA IN THE CONTEXT OF with "museum art"; and the Brazilian artist
MUSEUM EDUCATION Hélio Oiticica would have little to contest about
the mechanisms of legitimization of Art.
The constant expansion of the limits and
renewal of the forms of action of museums is Back to the Nubla case: what values and habits
something that runs through the history of this are generated in this laboratory with the works
institution. In art museums, this has a direct of the Thyssen collection and with the museum
impact on how art is seen, known, and lived institution itself? The research presented here
(Bahia, 2008). The emergence of modern did not extend to reception studies with the
museums, in the late 18th century, for players-visitors-designers of Nubla, it is a fact.
example, generated a set of values and habits Even so, it was possible to study the case
in relation to works of art that did not exist based on extensive exploratory research
before. As Goethe said at the time of the (something I have been doing since 2005,
founding of the Louvre: the museum when I collected data for my PhD: Bahia, 2008)
inaugurated a "new artistic entity," so that even and literature review. So, in this section, we
historically earlier art became something analyze the case presented, based on
entirely new and what had been removed from concepts and notions proposed by museum
it will remain a mystery to future generations studies professor Eilean Hooper- Greenhill and
(Crimp, 2005). Therefore, it is difficult to communication thinker Jesús Martín-Barbero,
suppose what understanding we would have of when addressing the challenges of museums
art if sacred works remained only in churches, in contemporary times.
if court art was not in public museums if genre
paintings remained in domestic settings if it Let's start with Colombian anthropologist and
was not possible to go through "all" of the communication researcher Jésus Martín-
Western artistic tradition in a single space. Barbero. Studying telenovelas, Martín-Barbero
Without places like the Louvre, the French (1987) broke communication research
artist Édouard Manet would not have dialogued paradigms and proposed to focus on
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mediations (instead of media), to investigate Martín-Barbero, the solution is not to ban the
the ways in which communication technologies media, but to educate for/with the media.
are used, how this use alters the way people
The Nubla Lab is educational in this sense: it
are together. This opened up an analysis
allows working on content and specific
perspective that extended to more specific
competences of museum and art education,
communication contexts, such as school
while promoting a critical appropriation of the
education and museum, each with its own
videogame media. Besides exploring the
singularities.
'interpretation game' of the artworks in the
Martín-Barbero (2004) laments the educational collection, it promotes fluency in the
actions that reduce communication to videogame language and reflection about the
instruments and fail to give due attention to the productions of this media industry. It questions
diffuse and decentered educational the forged separation between "low" and "high"
environment in which we live, permeated by culture, recognizing the diversity of images that
communication technologies. Martín-Barbero make up us and how we relate to cultural
has named this environment "communicative heritage.
ecosystem", which entails the following
Thinking about the challenges of Latin
challenges and questions:
American museums, Martín-Barbero (2000)
What does it mean to learn and know in the age proposed the notion "plural museum". He
of information society and networks that questioned the forms of communication that
instantly include the local into the global? What lead to the pasteurization of cultural heritage
cognitive and institutional shifts demand new but pointed out: mass communication in
devices to produce and acquire knowledge at museums is not caused by the use of audio
the interface that links TV screens at home with equipment, video, or other technological
the computer screens we use for work and resources. It depends on the permanence of
those to play video games? Has education the constitutive paradigms of modern
addressed these questions? And if it hasn’t, museums, of the ideal of "democratization of
how can it claim to be a genuine social and knowledge". Today we know that it is up to the
cultural space for the production and museums, besides giving access to cultural
acquisition of knowledge? (Martín-Barbero, assets, to diversify the ways of communication
2004, p. 58-59)1 of these assets, adopting strategies that induce
the effective participation of the community in
the processes of meaning of the heritage and
The author disagrees with those who argue of the museum itself. The media resources,
that, to avoid the harmful effects of media when well employed, can also contribute this
consumption, the best thing to do is to turn off communication.
(the TV, the cell phone, the video game). This
Mantín-Barbero (2000) drew three
option disqualifies the spectator, implying that
communicational premises for the plural
he or she is incapable of establishing a critical
museum. First, it needs to de-neutralize its
relationship with the media, of differentiating
discourses, highlighting the ambiguities of
exhibitionist aestheticism from that which
traditions and problematizing the power of
allows the construction of memory and
institutional discourses, constructing
imagination. It is a fact that the world has been
assumedly partial and fictional discourses.
suffering from low digital literacy. But, for
Second, de-construct its image as the
"tradition vault" and present itself as a space of
1 “¿Qué significan aprender y saber en el tiempo de la ¿Está la educación haciéndose cargo de esos
sociedad informacional y las redes que insenan interrogantes? Y, si no lo está haciendo, ¿cómo puede
instantáneamente lo local en lo global? ¿Qué pretender ser hoy un verdadero espacio social y cultural
desplazamientos cognitivos e institucionales están de producción y apropiación de conocimientos?" (Martín-
exigiendo los nuevos dispositivos de producción y Barbero, 2004, p. 58-59, translated into English by
apropiación del conocimiento a partir del interfaz que Gabriele Salciute Civiliene, 2022)
enlaza las pantallas hogareñas de televisión con las
laborales del computador y las lúdicas de los videojuegos?
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encounters and dialogues about memories to partnership with Saint Martin's University
deconstruct its position as a source of truth. Centre for Arts and Design, which involved
Third, to de-limit its space of action, to let postgraduate students in the production of
itself be questioned by cultural tourism, by non- short animations; Transcriptions LFS Shorts,
governmental organizations, among other with students from the second phase of the
institutions external to the museum. What London Film School, which produced short live
Mantín-Barbero proposes is a museum willing action films (Bahia, 2008).
to reinvent, not only its methods, but its position
Initiatives such as these are blunt responses to
in society, aiming to promote less hierarchical
the harsh criticism that has been leveled at
forms of coexistence.
museums since the mid-twentieth century,
EducaThyssen's actions created with the when museums were singled out as
purpose of de-neutralizing, de-locating and de- "repressive and authoritarian symbols of a
limiting the museum were already present solid and unchanging modernity" (Hooper-
since Espacio Abierto (Figure 1) but have Greenhill, 2007, p. 1). Criticism is still relevant
become more evident over the years. The to some institutions, but many have been
loosening of narrative control over the deeply transformed and reworked their
collection became explicit when it started institutional identity.
inviting visitors to be coauthors of the video
To think of museums in the context of
games it produced. This reached deeper
postmodernity, Hooper-Greenhill formulated
levels. With Nubla, the institution's option to
the notion "post-museum", bringing together
disentangle itself from certain constitutive
three characteristics: support its relationship
paradigms of modern museums became
with the public in a complex understanding of
evident, including those related to the ways of
the relationships between culture,
seeing and knowing art (such as the
communication, learning and identity; seek to
appreciation of the artwork as a genuine object,
promote a more equal and just society; be
complete in itself, or contemplation as the best
aware of the social and ethical implications of
way to know an artwork).
dealing with culture, which operates through
Radical was also the option to enter the representations, reproductions and the
development of console games, of the video constitution of identities.
game industry. Even in the context of
Aware that the role of museums is not limited
independent games (indie games), such action
to the conservation of objects, the post-
demanded from EducaThyssen to have to deal
museum puts the interpretation of
with technical knowledge and specialized
collections at the top of its priorities, always
professionals, something much more complex
seeking to rework the ways of sharing and
than what it had been doing in the production
reinterpreting the collection. Since then,
of instructional applications and online games
Hooper-Greenhill points out that new ways of
(like Guido...). This step demonstrates how
thinking about the media audience have made
open the institution was to establishing
a decisive contribution to the transformation of
effective partnerships (with universities, artists,
museums, which has led them to seek a more
game studio, and even one of the "giants" of
dynamic relationship with their public.
the video game industry) and giving up the
position of the holder of the truth about its Considering that culture, communication,
collection. learning, and identity are key ideas of the post-
museum, the institutions that work from this
Other examples of a plural museum can be
perspective emphasize educational actions in
cited here, involving collaborative productions
the museum, seeking to integrate educational
in other media. An example is the initiative of
projects to the other areas of the institution's
the National Gallery of London in the early 21st
organization. This brings us to the Thyssen
century, in partnership with universities that
Museum, as the actions of EducaThyssen are
produced authorial audiovisual productions
conceived in an integrated way with the
created from museum collection pieces. There
exhibits. The educational department
were two projects: Transcriptions Animation, a
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who participate in the Nubla Lab, providing an video game media proved to be opportune.
experience that articulates several kinds of More than that, it achieved promising results
pleasure: of fruition, of playing, of learning, of thanks to the insistence and commitment of the
developing technical skills, of being more than EducaThyssen team in maintaining such a
before. And this is not restricted to visitors who focus (Ferreras, 2017), seeking to polish and
engage in the development of video games. It deepen their strategies.
also reaches those involved in educational
We have seen that EducaThyssen started
actions in the museum building, when the
producing online games, understanding these
museum promotes a "journey of discovery of
as mere educational tools. Then it went on to
the potential of works of art to tell and create
explore the media language and the very
stories" (EducaThyssen, 2022).
process of video game design and
And even among those who participate in the development, without losing sight of the
creation of the video games, different ways of educational purpose of its actions. This
seeing, knowing, and living together are institutional journey culminated in the Nubla
offered. The Lab intersperses contemplation project: a collaborative laboratory in which
activities with moments of design, production, narrative contexts and game mechanics are
and development of the video games. One created from visual and semantic elements of
participant may identify more and prefer to works from the Thyssen collection. In addition
contribute to one type of activity, but the to the Educa Thyssen team, interested visitors,
multidisciplinary team needs to work the game development studio Gammera Nest,
collaboratively, where everyone follows the partner universities (with ESNE) and students
process, and one ends up contributing to the of various courses (from game design to art
activities of the colleagues. Thus, it is common history) participate in this creative process, and
for one person on the team to discover new the project has already been funded by
interests and aptitudes, highlighting the PlayStation©Talents (Sony/Spain). Thus,
laboratory as a learning space. To paraphrase EducaThyssen built horizontal relationships
Hooper-Greenhill (2007): learning is to with the community and deconstructed the
transform who we are and what we can do. Or museum's image as a "strong box" of tradition.
in other words, it is to be.
In future studies, it will be interesting to deepen
the analysis based on an ethnographic study
5. CONCLUSIONS with the visitor-participants of the Nubla Lab. It
In an issue of Revista do Patrimônio Histórico would also be valid to map other museums that
e Artístico do Brasil, dedicated to thinking of explore the game design process as a strategy
museums as a space of "anthropophagy of to de-naturalize, de-locate and de-limit
memory," the anthropologist José do (Mantín-Barbero) their communication and
Nascimento Júnior (2005) took a concept from education in museums. It is also known that the
Marcel Mauss and defined the museum as a Thyssen Museum is not the only one interested
space of gift: its function is less in collecting in creating games from its collection,
and preserving objects, more in offering such collaboratively, in the context of the creation
objects to new generations; and who makes laboratory.
the offering seeks to promote the practice of The Thyssen is not even a pioneer in the
gift itself, so that who receives the offering matter. Something similar was already done by
today, practices the gift tomorrow. the Boijmans Van Beuningen Museum in
This is how I interpret EducaThyssen's actions Rotterdam, in 1999, in partnership with V2_Lab
as promoting the practice of giving. The for the Unstable Media, for the creation of the
museum has managed not only to awaken the multi-user online game Bosch Adventure
interest of a segment of the public that had Game (2000). Another, even older example is
been drifting away from the institution, but also the game The Third Face of the Letter (1996),
to shift this public from the position of spectator developed for the Virtual Museum of Brazilian
to that of active visitor (Hooper-Greenhill). The Art, in a co-creation work between the
choice of the Play concept (Gadamer) and the museum's director, Matteo Moriconi, and artist
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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UMA PLATAFORMA WEB PARTICIPATIVA APOIADA POR REALIDADE AUMENTADA PARA LOCALIZAR
CARAVANÇARAIS (KHANS) ANATOLIANOS ORIENTAIS
10.29073/herança.v6i1.678
Receção: 20/09/2022 Aprovação: 08/12/2022 Publicação: 08/03/2023
Gulce Kirdar a, Feyzanur Kocer Ozgun b, Özgün Balaban c, Guzden Varinlioglu d,
aGraduate School of Science, Engineering, and Technology, Istanbul Technical University, Turkey,
gulcekirdar@gmail.com; bGraduate School of Science, Engineering, and Technology, Istanbul Technical
University, Turkey, kocerf@itu.edu.tr; cGraduate School of Architecture, Planning and Preservation,
Columbia University, ozgunbalaban@gmail.com; dGraduate Program of Architectural Design Computing,
Istanbul Technical University, guzdenv@gmail.com.
ABSTRACT
The focus of this research is digital heritage in emergence. This study deals with how to use
digital media tools to collect information about caravanserais (khans) to digitise lost heritage
attributes. The study involved researchers compiling information about these caravanserais
from references, and digitally mapping and generating identification tags based on the
information in the sources. The researchers generated an online platform for information
dissemination, consisting of the projection augmented model of the khans, and participatory
web archive platform for crowdsourcing information. The interaction with users through the
augmented representation and participation are the main features of this study, which
represents a proposal for a method of interactive digital archiving. The digital khans can be
exhibited in a virtual museum, or to be used as a database for those wishing to explore
vanished heritage. The digital archiving project contributes to knowledge generation in
placemaking using digital mediums and methods.
Keywords: Digital Caravanserais, Virtual Cultural Heritage, Augmented Reality (AR),
Participatory Platform, Crowdsourcing
RESUMO
O foco da presente investigação é o património digital. O estudo trata da utilização de
ferramentas digitais na recolha de informações sobre khans1 (caravançarais) para digitalizar
atributos do património julgado perdido. No âmbito do estudo, os investigadores compilaram
informações sobre estes khans, cartografaram digitalmente e geraram etiquetas de
identificação a partir das referências recolhidas. Assim, foi gerada uma plataforma online com
vista à divulgação da informação, e que inclui o modelo ampliado dos khans; igualmente, foi
criada uma plataforma web participativa (crowdsourcing) que arquiva a informação recolhida.
A interação com o utilizador, através da representação mediante a realidade aumentada,
permite a participação que é marca identitária deste estudo que visa a construção de um
arquivo digital interativo. Os khans digitais são expostos num museu virtual, disponibilizando
uma base de dados que permite explorar o património desaparecido. Este projeto de
arquivamento contribui para a geração de conhecimento em modo de placemaking, utilizando
meios e métodos digitais.
Palavras-Chave: Caravançarais (Khans) Digitais, Património Cultural Virtual, Realidade
Aumentada (RA), Plataforma Participativa, Crowdsourcing
1
Khans em português caravançará (no singular) e caravançarais (no plural) são instalações destinadas a albergar as
carruagens e os comerciantes que se deslocavam nas antigas rotas comerciais da Pérsia Antiga fonte etimológica do
termo.
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(Alkhamisi et al., 2013; Wang et al., 2013). It Brabham (2009) defines crowdsourcing as 'a
stems from the greater options of the elements mechanism for leveraging online users'
in the representation of content, and greater collective intelligence' (p. 250), and he points
ease of equipment use. In addition, AR allows out that crowdsourcing uses the medium of the
users to represent the content with different Web for collective decision-making or problem-
media on a single screen, and to take a hybrid solving with the intelligence of the crowds. This
approach to interaction with content such as method has been widely used as a tool for
photos, models, and text (Wang et al., 2013). digitizing data by outsourcing it to the general
In virtual cultural heritage, AR applications public in galleries, libraries, archives, and
exploit marker-based technologies through the museums (GLAMs). In the context of cultural
recognition of the descriptive image or 3D heritage, crowdsourcing concentrates on using
model to visualize a specific object or image in the interested public's capacity to digitize
GLAMs (galleries, libraries, archives, and cultural content or create new artefacts with
museums). The most preferred method for collective wisdom, known as crowd-curation
markerless AR is the image recognition based (Ridge, 2014). Ridge (2014) indicates that
on geographical location. AR technology "crowdsourcing is immensely useful for
generally provides an outside experience that engaging audiences with the work of GLAMs
allows greater scope for spatial exploration in a and cultural heritage-related disciplines "(p.2).
historical site (Saggio & Borra, 2011). In such Despite its challenges in authority and
a frame, in this study, the AR method was used credibility, crowdsourcing is a commonly used
to generate a virtual model for representing a method in digital culture to increase public
digital archive in a virtual environment in terms awareness, gather information, or transform
of compiled information, rather than digital content. Encoding the textual cultural
experiencing a particular object or space. heritage content into the digital environment
through crowdsourcing corresponds to the first
This paper implements crowdsourcing as a
wave in the digital humanities movement.
participatory method to exploit the wisdom of
crowds for data collection and organization in Transcribe Bentham Project sets a precedent
the digital environment. In view of the limited for a crowdsourcing model in cultural heritage.
information about the condition and location of The project was developed by Bentham
the Seljuk khans in the East and Southeast Papers Transcription Initiative, which includes
Anatolia Region, the study aims to digitize the Digital Humanities, UCL Library Services, UCL
lost and vanished heritage and increase the Creative Media Services, and the University of
general knowledge and public awareness London Computer Centre (ULCC) in 2012. The
about these institutions. This study also seeks project is named after Jeremy Bentham, a
to contribute to the field of public archaeology remarkable philosopher and reformer in the
by raising public awareness on lost heritage 19th century. The Bentham Papers
through crowdsourcing. King (2012) features Transcription Initiative uses a specially
public archaeology as a community-based developed a web platform to digitize Bentham's
approach and defines the concept of public handwritten manuscripts to make them
archaeology as 'the practice of archaeology available for public access in digital platforms
with significant public participation' (p.6). The with the support of the crowd (Causer and
study hypothesizes that public participation in Terras, 2014). The main objectives of the
heritage data collection can facilitate its digital Transcribe Bentham project are to archive
reconstruction, and increase awareness on the Bentham's manuscripts in the digital
lost heritage attributes. Additionally, environment by allowing volunteers to
representation of khans in augmented reality contribute to humanities research via
increases the interactivity with the heritage crowdsourcing method, and to evaluate the
attributes and also contributes to the public volunteers' transcription capacity in terms of
knowledge and awareness on emerging quality, cost, and time. Causer and Terras
heritage knowledge. (2014) incorporate text visualization and
analysis techniques, within the intelligent
search interfaces to digitize the collection, and
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Handwritten Text Recognition (HTR) to assist documented, and global user base. The
volunteers in transcribing manuscripts. project applies a checking mechanism for the
Volunteers encode the documents via the accuracy of the transcriptions, evaluating each
Transcription Desk interface, and customize participant with a transcription rate based on
installation of the MediaWiki platform for a their skill and accuracy. As the survey (Causer
participatory approach, as seen in Figure 1 and Terras, 2014) demonstrates, the interest in
(Causer and Terras, 2014). The MediaWiki Bentham philosophy, the sense of altruism,
platform is a widely used collaborative open- and the technology behind the crowdsourcing
source software due to its stable, well- project motivate the project.
Figure 1 - The Transcribe Desk Platform, transcription interface, and transcription toolbar
The methodology and motivation factors of the friendly structure. The MediaWiki platform has
Transcribe Bentham Project inspired the the potential to be used in crowdsourcing for
proposed study. The study utilizes a MediaWiki data collection and organization. A wiki is a site
platform chosen from among Wikimedia designed for people to capture and share ideas
platforms to generate a crowdsourcing model quickly. In this study, the researchers
in Seljuk khans. MediaWiki operates with GNU investigate how to create and edit a wiki
operating system and uses Hypertext platform and create a flow diagram for each
Preprocessor and SQL for database method, as displayed in Figure 2. The different
management. MediaWiki is a feature-rich and ways of creating and editing a wiki are as
extensible platform with its flexible and user- follows
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Figure 2 - The used methods of creating and editing wiki using different tools
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encompasses the provinces of Mardin, Sirnak, distribution part focuses on digital presentation
Siirt, Batman, Diyarbakir, Bingol, Malatya, methods in the forms of online maps and
Elazıg, Tunceli, and Sivas. This section information cards for information
explains the three stages of the project dissemination. The study implements AR for
methodology, as displayed in Figure 3. The visualization and dissemination of information
steps of the methodology process are and crowdsourcing as a participatory platform
generated based on Manovich's (2011) new method in the representation stage. The online
media approach: research, recording, map represents geolocations, while the
representation. The creation part is the digital information cards give information about the
excavation process. The researchers compiled location, architecture, and condition of the
information from administrative resources khans. The storage part deals with the
(official institutions), academic publications, crowdsourcing platform. As a data collection
within local and informal resources. They method, the crowdsourcing platform presents
digitized the existing information about the interactive and updated content that raises
location and condition of the khans by scanning awareness of and interest in Seljuk
and categorizing the archives, representing a caravanserais. AR application functions with
digital excavation. The recording part deals this platform create an interactive digital
with the information processing of the compiled representation method for information
caravansaries into a geographical information dissemination in order to motivate the users for
system (GIS) to create a digital database. The the participatory process.
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references are the web resources at local level, levels. The digital interactive archiving project
describing where caravanserais are located, aims to retrieve more information about
although this is not official information. In this caravanserais in level 2 and level 3 references
context, Figure 4 shows the classification of the in particular.
caravanserais in the region according to these
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The second step of the application in the AR environment, the web page provides
concentrates on visual representation of the an informative text and photo album describing
particular caravanserais in an AR environment the khan's basic features. At this stage, the
based on limited information. Makit Khan is an researchers develop the application only for
example of this visual representation. This Makit Khan, but later this application will be
process is based on information from Şen's available for each caravanserai. The
research article (2015) about Makit Khan titled representation of the model is as a solid model,
'Keban-Denizli Village Caravanserai (Makit currently. The options representative models
Han).' Based on the descriptions in the article, will be enhanced by including Wireframe, X-
the researchers generate a simple 3D model. Ray, or textured models (Figure 9).
In addition to the representation of this model
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1 User Check the available information about the selected khans from the website
Decide to participate to information sharing
2 User Log in to the system as registered participants
3 System Open an infobox of Mediawiki template allow user to enter information
4 User Add information about the khans into the infobox template
5 User Classify the reference level of information according to the information type;
Level 1; formal textual information with academic/ scientific or institutional reference,
Level 2; informal textual information from the observations and/or non-scientific
reference,
Level 3; informal visual information such as images or videos about the khans
6 User Include any sketches, architectural drawings, or documents about the khans as a file
into the system
9 Expert Evaluate the accuracy of the information and references, within the architectural
drawings and documents
10 System Publish the infobox table on the website
Reflect the related information onto the augmented image
11 Expert Evaluate the participants according to the accuracy and quality of input information
and give points to to them as a reward for motivation
Publish the ranking of the participants’ points (optional to participants)
Source: Own elaboration (2022)
In the further stages, the study connects the information, if they want to participate. After the
wikitable to digital caravanserais website via experts have completed the evaluation
hyperlink. The three ways of generating a process, the information will be reflected in the
wikitable are the use of Office program, augmented image as an information model.
Wikimedia software, or Wordpress interface. The researcher will utilize structured query
As another alternative, the table generator language (SQL) to create a database and SQL
tools can help to generate a table. The Lite integration into the Unity 3D program to
wikitable can also be included in a website via integrate the labelled information into the
coding manually. The table generators (Url 2) virtual model. In this way, the researchers aim
have a quick markup summary for the Wiki to generate a virtual information model in the
table. Once the user enters the information, AR environment using the database system's
this tool transforms it into a Wiki table. The connection. The researchers will design the
generated wikitable can be directly inserted content and interface of the participatory
into the interface of the HTML code resource of system; however, the scope of the study does
the website. First, the user can get information not include the database design and the
about the khans from the digital caravanserai’s inclusion of the interactive infobox templates.
website. Then, the users will be directed to a Figure 10 gives information about the design of
MediaWiki interface via the hyperlink the AR environment's information model in the
connection, or display the wikitable to enter case of Elazig Makit Khan.
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Figure 10 - The representative integration of Makit Han model with infobox on the virtual
environment
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Wang, X., Kim, M. J., Love, P. E., & Kang, S. for future research. Automation in construction,
C. (2013). Augmented Reality in built 32 (July 2013), 1-13.
environment: Classification and implications https://doi.org/10.1016/j.autcon.2012.11.021
PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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RESUMO
O foco da presente investigação é o património digital. O estudo trata da utilização de
ferramentas digitais na recolha de informações sobre khans1 (caravançarais) para digitalizar
atributos do património julgado perdido. No âmbito do estudo, os investigadores compilaram
informações sobre estes khans, cartografaram digitalmente e geraram etiquetas de
identificação a partir das referências recolhidas. Assim, foi gerada uma plataforma online com
vista à divulgação da informação, e que inclui o modelo ampliado dos khans; igualmente, foi
criada uma plataforma web participativa (crowdsourcing) que arquiva a informação recolhida.
A interação com o utilizador, através da representação mediante a realidade aumentada,
permite a participação que é marca identitária deste estudo que visa a construção de um
arquivo digital interativo. Os khans digitais são expostos num museu virtual, disponibilizando
uma base de dados que permite explorar o património desaparecido. Este projeto de
arquivamento contribui para a geração de conhecimento em modo de placemaking, utilizando
meios e métodos digitais.
Palavras-Chave: Caravançarais (Khans) Digitais, Património Cultural Virtual, Realidade
Aumentada (RA), Plataforma Participativa, Crowdsourcing
ABSTRACT
The focus of this research is digital heritage in emergence. This study deals with how to use
digital media tools to collect information about caravanserais (khans) to digitise lost heritage
attributes. The study involved researchers compiling information about these caravanserais
from references, and digitally mapping and generating identification tags based on the
information in the sources. The researchers generated an online platform for information
dissemination, consisting of the projection augmented model of the khans, and participatory
web archive platform for crowdsourcing information. The interaction with users through the
augmented representation and participation are the main features of this study, which
represents a proposal for a method of interactive digital archiving. The digital khans can be
exhibited in a virtual museum, or to be used as a database for those wishing to explore
vanished heritage. The digital archiving project contributes to knowledge generation in
placemaking using digital mediums and methods.
Keywords: Digital Caravanserais, Virtual Cultural Heritage, Augmented Reality (AR),
Participatory Platform, Crowdsourcing
1
Khans em português caravançará (no singular) e caravançarais (no plural) são instalações destinadas a albergar as
carruagens e os comerciantes que se deslocavam nas antigas rotas comerciais da Pérsia Antiga fonte etimológica do
termo.
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a escala de uma cidade para a de um artefato apresenta a arqueologia pública como uma
(Luna et al., 2019). Oferecem uma plataforma abordagem baseada na comunidade e define
digital mais orientada para o utilizador, o conceito de arqueologia pública como "a
especialmente nas situações em que o acesso prática da arqueologia com participação
físico ou interação táctil não é possível (Bekele pública significativa" (p.6). O estudo pressupõe
et al., 2018). que a recolha de dados sobre atributos
patrimoniais com participação do público, pode
Este estudo explora a tecnologia RA, que tem
facilitar a sua reconstrução digital, e aumenta
uma representação mediática mais ampla do
a consciência sobre os atributos patrimoniais
que a realidade virtual, ou RV (Alkhamisi et al.,
perdidos. Além disso, a representação de
2013; Wang et al., 2013). Resulta das opções
khans em realidade aumentada reforça a
consideradas para os elementos na sua
interatividade com os atributos patrimoniais e
facilidade de representação do conteúdo e do
contribui para o conhecimento e
equipamento. Além disso, a RA permite aos
consciencialização do público sobre o
utilizadores representar o conteúdo com
património em emergência.
diferentes meios num único ecrã, e interagir
com conteúdos como fotos, modelos, e texto Brabham (2009) define o crowdsourcing como
numa abordagem híbrida (Wang et al., 2013). "um mecanismo para alavancar a inteligência
No património cultural virtual, as aplicações de coletiva dos utilizadores em linha" (p. 250).
RA exploram tecnologias baseadas em Brabham (2009) salienta que o crowdsourcing
marcadores, através do reconhecimento da utiliza a Web para a tomada de decisões
imagem descritiva ou modelo 3D para coletivas ou a resolução de problemas com a
visualizar um objeto ou imagem específica em inteligência das multidões. O crowdsourcing
GLAMs (galerias, bibliotecas, arquivos e tem sido amplamente utilizado como
museus). O método preferencial para o RA ferramenta para a digitalização de dados,
sem marcadores é o reconhecimento da tornando-os acessíveis ao público em geral,
imagem com base na localização geográfica. em galerias, bibliotecas, arquivos e museus
A tecnologia de RA, geralmente, proporciona (GLAMs). No contexto do património cultural, o
uma experiência externa permitindo uma crowdsourcing concentra-se em utilizar a
maior exploração espacial num local histórico capacidade do público interessado para
(Saggio & Borra, 2011). Neste contexto, este digitalizar conteúdos culturais ou criar
estudo optou por usar o método RA para gerar artefatos novos fazendo uso da sabedoria
um modelo virtual destinado a um arquivo popular, conhecidos como crowd-curation
digital num ambiente virtual em termos de (Ridge, 2014). Ridge (2014) indica que "o
informação compilada, em vez de crowdsourcing é muitíssimo útil para envolver
experimentar um objeto ou espaço em o público com o trabalho dos GLAMs e
particular. disciplinas relacionadas com o património
cultural" (p.2). Apesar dos seus desafios de
Este documento implementa o crowdsourcing
autoridade e credibilidade, o crowdsourcing é
como um método participativo para explorar o
um método comummente utilizado na cultura
conhecimento popular e comum para a recolha
digital para aumentar a sensibilização do
e organização de dados no ambiente digital.
público, recolher informação, ou transformar o
Há informação limitada sobre a condição e
conteúdo digital. A codificação do conteúdo do
localização dos Seljuk khans na Região da
património cultural textual para o ambiente
Anatólia Oriental e do Sudeste.
digital através do crowdsourcing corresponde
Consequentemente, o estudo visa digitalizar o
ao primeiro movimento das humanidades
património perdido e desaparecido e aumentar
digitais.
o conhecimento geral e a consciência pública
sobre os Seljuk khans nesta região. Este A Transcrição do Projeto Bentham estabelece
estudo procura também contribuir para o um precedente para um modelo de
campo da arqueologia pública através da crowdsourcing no domínio do património
sensibilização do público para o património cultural. Em, 2012, o projeto foi desenvolvido
perdido, por via do crowdsourcing. King (2012) pela Bentham Papers Transcription Initiative,
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que inclui Humanidades Digitais, UCL Library pesquisa inteligente que permitem digitalizar a
Services, UCL Creative Media Services, e o coleção, e fazer o reconhecimento de texto
University of London Computer Centre manuscrito (HTR) para ajudar os voluntários
(ULCC). Jeremy Bentham foi um notável na transcrição. Os voluntários codificam os
filósofo e reformador no século XIX. A Iniciativa documentos através da interface do
de Transcrição de Documentos de Bentham Transcription Desk, uma instalação
desenvolve uma plataforma web para personalizada da plataforma MediaWiki para
digitalizar manuscritos da caligrafia de uma abordagem participativa, como se vê na
Bentham disponibilizando-os para uso público Figura 1 (Causer e Terras, 2014). A plataforma
em plataformas digitais com o apoio de MediaWiki é um software colaborativo de
voluntários que participaram no projeto código aberto amplamente utilizado devido à
(Causer e Terras, 2014). Os principais sua base de utilizadores estável, bem
objetivos do projeto Transcribe Bentham são documentada, e global. O projeto utiliza um
arquivar os manuscritos de Bentham em mecanismo de verificação da exatidão das
ambiente digital, permitindo aos voluntários transcrições, avaliando cada participação com
contribuir para a pesquisa na área das uma taxa de transcrição baseada na sua
humanidades através do método de competência e exatidão. Como o inquérito
crowdsourcing e avaliar a capacidade de (Causer e Terras, 2014) demonstra, o
transcrição dos voluntários em termos de interesse pela filosofia Bentham, o sentido de
qualidade, custo e tempo. Causer e Terras altruísmo, e a tecnologia por detrás do projeto
(2014) incorporam técnicas de visualização e de crowdsourcing, motivam o projeto.
análise de texto, no contexto de interfaces de
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Figura 2 - Os métodos usados para criar e editar wiki usando diferentes ferramentas
O contexto do presente estudo é, pois, o uso vitais. Morrison (2019) define o termo de
de ferramentas digitais na área do património placemaking digital como "o aumento do
em emergência. No placemaking digital, as potencial de lugares físicos com serviços,
tecnologias específicas de localização, variam produtos ou experiências específicas do local
desde a realidade virtual e aumentada (RV/ permitindo criar destinos mais atrativos".
RA), tecnologias de informação e Morrison (2019) afirma que o placemaking
comunicação (TIC) e à inteligência ambiente digital visa melhorar a experiência do local a
(IA), melhorando a interacção pessoa-local partir de perspectivas sociais, culturais e
através da exponenciação da experiência ambientais com a utilização de "tecnologias
(Morrison, 2019). Criam espaços híbridos que específicas de localização". Os recentes
têm o potencial de serem destinos atrativos e desenvolvimentos no ambiente virtual (RV/
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7 Utilizador Participar para transcrever a inscrição dos khans se esta estiver disponível
8 Sistema Rotular os níveis de referências com cores diferentes para informar os
utilizadores sobre as mesmas
Nível 1 → verde / Nível 2 → amarelo / Nível 3 → vermelho
9 Especialista Avaliar a exatidão das informações e referências, dentro dos desenhos e
documentos arquitectónicos
10 Sistema Publicar a tabela infobox no site.
Reflectir a informação relacionada na imagem ampliada
11 Especialista Avaliar os participantes de acordo com a exatidão e qualidade da informação
introduzida e dar-lhes pontos como recompensa pela motivação
Publicar a classificação dos pontos dos participantes (opcional para os
participantes)
Fonte: Elaboração própria (2022)
Nas fases seguintes, o estudo liga o website o wikitable para introduzir informação, se
wikitable a khans digitais através de quiserem ser participantes. Após os peritos
hiperligações. As formas de gerar uma terem concluído o processo de avaliação, a
wikitable são a utilização do programa Office, informação será refletida na imagem
do software Wikimedia, ou do interface aumentada, como um modelo de informação.
Wordpress. Como segunda alternativa, o O pesquisador utilizará uma linguagem de
estudo pode beneficiar das ferramentas consulta estruturada (SQL) para criar uma
geradoras de tabelas. O wikitable também base de dados e integração SQL Lite no
pode ser incluído num website através de programa Unity 3D para integrar a informação
codificação manual. Os geradores de tabelas rotulada no modelo virtual. Desta forma, os
(Url 2) têm um resumo de marcação rápida investigadores pretendem gerar um modelo de
para a tabela Wiki. Assim que o utilizador informação virtual no ambiente RA, utilizando
introduz a informação, esta ferramenta a ligação do sistema de base de dados. Os
transforma-a numa tabela Wiki. O wikitable investigadores concebem o conteúdo e o
gerado pode ser inserido diretamente no interface do sistema participativo; contudo, o
interface do recurso de código HTML do site desenho da base de dados e a inclusão dos
web. Primeiro, o utilizador pode obter modelos interativos infobox não são
informações sobre os khans a partir do site executados no âmbito do estudo. A figura 10
web dos khans digitais. Depois, o site dá informações sobre a concepção do modelo
direccionará os utilizadores para um interface de nformação do ambiente RA no caso de
MediaWiki através da hiperligação, ou exibirá Elazığ Makit Khan.
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Figura 10 - A integração representativa do modelo Makit Han com infobox no ambiente virtual
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of an augmented reality, mobile computing Wang, X., Kim, M. J., Love, P. E., & Kang, S.
system in cultural heritage sites. Conference C. (2013). Augmented Reality in built
Proceeding of the 2021 Conference on Virtual environment: Classification and implications
Reality, Archaeology, and Cultural Heritage, for future research. Automation in construction,
28-30 November 2001, Greece (pp. 131-140). 32 (July 2013), 1-13.
http://dx.doi.org/10.1145/584993.585015. https://doi.org/10.1016/j.autcon.2012.11.021
PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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DIGITAL KITAMBO: DECOLONISING NARRATIVES AND BRINGING THE PAST INTO THE
FUTURE AT THE NATIONAL MUSEUMS OF KENYA
KITAMBO DIGITAL: DESCOLONIZAR NARRATIVAS E TRAZER O PASSADO PARA O FUTURO NOS
MUSEUS NACIONAIS DO QUÉNIA
10.29073/herança.v6i1.667
Receção: 03/09/2022 Aprovação: 11/12/2022 Publicação: 08/03/2023
Kristina Dziedzic Wright a, David K. Wright b, Nicholas Wiltshire c, Jenna Lavin d,
a b
University of Leicester, School of Museum Studies, kdw13@leicester.ac.uk; University of Oslo, Institute
of Archaeology, Conservation and History, d.k.wright@iakh.uio.no; c OpenHeritage NPC, South Africa,
d
nic.wiltshire@openheritage.org.za; OpenHeritage NPC, South Africa,
jenna.lavin@openheritage.org.za.
ABSTRACT
The Swahili word ‘kitambo’, which refers to occurrences in the past that are understood to be
at least indirectly connected to the speaker, can be used to describe experimental museology
through digital cultural heritage. There is a need to improve access and enhance conservation
goals within African cultural heritage institutions, and the National Museums of Kenya (NMK)
has been developing innovative technologies and communication tools with the Kenya Heritage
Resource Information System (KEHRIS). This paper will discuss Digital Kitambo—a pilot
project completed at NMK from 2013 – 2019 to create the spatially integrated database
KEHRIS, digitise 10,000 artefacts and specimens from the archaeology and palaeontology
collections, and develop digital learning programmes to engage a wider audience. Qualitative
research methodology included participant observation, qualitative interviews and focus groups
with museum staff as well as focus groups with primary and secondary teachers to develop
curricula for local schools. This paper traces the evolution of Digital Kitambo from its inception
and reflects on both the successes and shortcomings of the initiative with particular attention
to its goals of decolonising the museum’s collections and contributing to new national narratives
by engaging the public through digital initiatives.
RESUMO
A palavra swahili “Kitambo” refere-se a ocorrências passadas, ligadas ao orador, nem que seja
de forma indireta; neste sentido, pode ser usada para descrever a museologia experimental
através do património cultural digital. Verifica-se a necessidade de melhorar a acessibilidade
e os objetivos de conservação nas instituições que conservam o património cultural africano.
Nesta perspetiva, os Museus Nacionais do Quénia (NMK) têm vindo a desenvolver tecnologias
inovadoras e ferramentas de comunicação com o Kenya Heritage Resource Information
System (KEHRIS). O presente texto discute o Kitambo Digital - um projeto piloto, desenvolvido
pelos NMK, entre 2013 e 2019, e que visava criar a base de dados espacialmente integrada
no KEHRIS, tendo-se procedido à digitalização de 10.000 artefactos e espécimes das
coleções de arqueologia e paleontologia, a par do desenvolvimento de programas de
aprendizagem digital almejando envolver um público tão vasto quanto possível. A metodologia
de investigação qualitativa incluiu a observação dos participantes, entrevistas qualitativas e
grupos focais com os funcionários do museu, bem como com docentes do ensino básico e
secundário, tendo como objetivo desenvolver currículos para as escolas locais. O texto traça
a evolução do Kitambo Digital, desde o seu início, refletindo os seus pontos positivos e as
suas vulnerabilidades, tendo particular atenção ao objetivo que diz respeito à descolonização
das coleções do museu, contribuindo para o surgimento de novas narrativas nacionais e
convocando a participação do público através da promoção e divulgação de iniciativas digitais.
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Henderson, 2000; Ferris, Harrison, & Wilcox, been established by colonists and continued to
2014; Grey & Kuokkanen, 2020). In perpetuate a European point of view in its
Decolonizing Methodologies, Linda Tuhiwai collection and display of Kenya’s natural and
Smith (2012) criticises how history has not only cultural heritage (Borona, 2009). Digital media
heretofore been recorded from a colonial in a museum context has been shown to offer
perspective while many other narratives have new means of engaging audiences in ways that
been disregarded, but that postcolonial centralise their perspectives and even place
research structures and methods continue to them in a position of authorship to refashion
have Eurocentric biases. As she explains: new narratives from old collections (Parry,
2007). Digitised collections along with digital
The transplanting of research institutions,
technologies for community outreach offer
including universities, from the imperial centres
great potential for the decolonisation of
of Europe enabled local scientific interests to
museums and the incorporation of indigenous
be organised and embedded in the colonial
viewpoints.
system. Many of the earliest local researchers
were not formally “trained” and were hobbyist Digital Kitambo sought to embrace the
researchers and adventurers (Smith, 2012, p. potential of digitised collections in addressing
8). the problems introduced by colonial narratives.
Furthermore, it also aimed to step forward into
This quotation exactly describes the foundation
the realm of ‘experimental museology’ which
and development of NMK, which continues to
situates museums as ‘networked nodes’ that
contend with the legacy of its colonial past,
incorporate co-design and co-creation as
especially when engaging local audiences to
essential components of interacting with and
contribute to decolonised narratives about ‘the
contributing to the social, cultural, economic
nation’. When discussing decolonisation and
and political milieu in which they are embedded
museums, much of the literature focuses on
(Haldrup, Achiam, & Drotner, 2021). Museums
Western museums as repositories of the
around the world are responding to new
cultural patrimony looted by the Empire (Hicks,
pressures to redefine and demonstrate their
2020). Although institutions like the British
‘art of relevance’ (Simon, 2016). As many
Museum have become a symbol of the
institutions rely on social media and other
vestiges of colonialism, many museums in
forms of digital engagement to connect with
former colonies have collections that were
audiences, particularly since the COVID-19
originally assembled by the colonisers and
pandemic restricted visitation to physical
developed to represent their perspective
premises, curatorial and collections
through the objects. Critical assessments of
management practices have evolved to include
some of these collections have taken place
various types of experimentation. In this paper,
such as the Natal Nguni catalogue held by Iziko
both the accomplishments and shortcomings
Museums in South Africa (Gibson, 2019) or
of Digital Kitambo are examined in order to
NMK’s cultural heritage collections (Lagat,
reflect on the role of digital collections and
2017). Decolonisation involves a deliberate
virtual outreach media in decolonisation and
and purposeful rupture from past institutional
experimental museology. By the end of the
structures that has proven to be empowering
twentieth century, with Kenya becoming
and enduring in such contexts (Coombes &
increasingly democratic, NMK recognised the
Phillips, 2015).
need for more inclusive representation of the
A 2009 MBA thesis from the University of country’s disparate cultures and began to
Nairobi collected data through interviews with consider how the museum collections and
the NMK’s Director-General, Director of exhibitions could ‘promote unity in diversity and
Development, Director of Sites and nationalism’ (Lagat, 2017, p. 29). In 1999, NMK
Monuments, all the heads of departments and leaders invited museum experts to evaluate the
the principal curators in order to analyse institution’s structure and operations in order to
strategic management goals. Ninety per cent of suggest improved practices for decolonising
the interviewees cited the need to develop an the museum and democratising the
African identity for the institution, which had preservation and dissemination of cultural
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heritage in Kenya (Lagat, 2017, pp. 29-30). museums, make its collections more
Following the recommendations of the 1999 accessible, develop new means of reaching
study, NMK committed to moving beyond both local and international audiences, and
‘static showcases of the past to a more create community-based national narratives
dynamic contemporary present’ through the through digital engagement (Wabuyele, 2013).
National Museums of Kenya Support
The Collections Registrar led a task force
Programme (NMKSP) or ‘the museum in
comprised of curators from NMK’s four primary
change’ initiative as it was popularly called
departments (botany, zoology, cultural
(National Museums of Kenya, 2006, p. 1). With
heritage and earth sciences) along with ICT
€8 million in funding from the European Union
staff members to survey collections
to implement NMKSP, the museum’s Nairobi
management practices across the institution,
location closed to the public in 2005 for
including but not limited to software usage and
extensive renovations to the physical building,
digitisation of collections. Although all four
reorganisation of the institutional infrastructure
departments had begun to digitise their
and development of new exhibitions and public
collections, the taskforce concluded that
programmes (National Authorising Officer,
insufficient training for staff, inadequate
2004).
equipment and Internet connectivity, and an
The NMKSP assessments and restructuring incomplete data-sharing policy had impeded
process identified a need to more actively digitisation efforts at NMK (Wabuyele, 2013, p.
engage the public in developing exhibition 3). The taskforce identified dispersed digital
themes and related programming. The NMKSP collections throughout NMK using different
sought to accomplish this goal through software systems and advised that the stand-
workshops and seminars for various alone datasets generated by each department
constituency groups, visitor surveys and radio be integrated into one collections management
programmes during which the general public system (CMS) to be used across the institution,
could call the station to offer suggestions and it recommended KE-EMu as the industry
(Lagat, 2017). Through the public engagement standard that would meet all of NMK’s needs
forums and internal strategic development (Wabuyele, 2013, p. 13). However, the costs of
initiatives, the three themes of nature, history such CMS software exceed NMK’s capacity,
and culture emerged as the focus for the new and the Directorate of Research and
museum’s exhibitions (Mirara, 2006). One of Collections began to seek external
the marquee permanent exhibitions that NMK partnerships to generate the necessary funds,
developed during the EU-funded expansion which led to the development of Digital
and renovations is Asili ya Bindamu (Human Kitambo as explained in the next sections.
Origins), which includes some of the most
significant early human fossils in the world. 3. PILOT PROJECT WITH ARCHAEOLOGY
AND PALEONTOLOGY COLLECTIONS
Kenya currently hosts one of the longest
Since the creation of the Standardised African
records of human technological evolution
Sites Enumeration System (SASES) (Nelson,
spanning some 3.3 million years (Harmand et
1973), NMK has maintained its archaeological
al., 2015; Sahle, 2020) and biological evolution
collections in an analogue, relational database
(Willoughby, 2006). As outlined in Clause 3 of
(Figure 1). Archaeology is a spatial discipline,
the National Museums and Heritage Act, one
so the museum records site locations based on
of the functions of national museums is to
SASES, which situates locations within a grid
‘serve as places where research and
of the African continent. A SASES accession
dissemination of knowledge in all fields of
begins with the grid coordinate represented by
scientific, cultural, technological and human
four letters followed by an ordinal number
interest may be undertaken’ ("The National
according to the site’s order of record at NMK.
Museums Act," 1983). In fulfilling this function,
Archaeological materials brought to NMK are
the NMK Directorate of Research and
housed in wooden storage boxes that are
Collections spearheaded an initiative in 2012 to
organised according to shelf numbers.
standardise digitisation practices at the
Artefacts associated with each archaeological
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site are given a Kenya National Museum necessitates the input of stakeholders at all
(KNM) accession number, which relates to levels of the curation process.
project notes and excavation records that are
In 2013, the authors initiated a pilot project of
stored in a filing cabinet or on a shelf in a two-
digitisation sponsored by the National
ring binder. The notes and KNM card have an
Research Foundation of Korea with a view to
associated shelf number corresponding to a
scaling up for an eventual complete digitisation
physical location in the Archaeology Section
effort at NMK. The pilot focused on a selection
where artefacts are curated. All records are
of archaeological sites in the Lake Turkana
maintained on paper sheets, stored on shelves
region of Kenya that were excavated in the late
and in cabinets in the Archaeology Section of
1970s and early 1980s that have not been
the Nairobi National Museum.
thoroughly analysed or published. Although
The archaeology collection’s accession system archaeological investigations in this area have
lends itself to digitisation as all of the data are been continuous since the 1970s and
organised relationally in the analogue system. produced significant findings in regards to the
The challenges to digitising this collection, technological and biological origins of the
however, are primarily three-fold: (1) human species (Harris, Leakey, & Brown,
converting paper records into a digital format is 2006; Robbins, 2006), there has been no
extremely time consuming, (2) infrastructure attempt to archive the archaeological
upgrades in data storage are needed, and (3) collections in an easily accessible format so
developing a flexible, yet descriptive ontology that comparative research can be done.
acceptable to a wide range of users
Figure 1 - Paper record storage system at the Nairobi National Museum, 2014. Accession
numbers are written in notebooks, which direct the user to a specific box on a shelf. There is no
direct catalogue for artefacts in the present museum accession system unless individual
archaeologists generated them. Image courtesy of David K. Wright
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Archaeological sites were plotted into a three categories depending on the relative
Geographical Information Systems (GIS) degree of confidence in the site location.
database using QGIS 2.0, an open access Precision values ranged from ±100 to 5000 m.
software program (www.qgis.org). Dozens of For mapping purposes on a large, countrywide
sites were spatially plotted based on field notes scale, this is sufficient resolution. However,
of archaeologists who have retired from active imprecise mapping coordinates complicate
fieldwork. Conversion of legacy coordinates future statistical-based analyses in a GIS.
from the East African Grid into Universal Despite these imprecisions, aggregation of
Transverse Mercator (UTM) coordinates was sites into a GIS provided a tool for creation of
done by means of an algorithm programmed data management and treatment plan
into Microsoft Excel. The elevations of sites associated with the proposed Lamu Port
were estimated from the Digital Elevation Southern Sudan-Ethiopia Transport
Model (DEM) of the region (LAPSSET) corridor. NMK Archaeology
(http://earthexplorer.usgs.gov), and the Section staff members were able to delineate
longitudinal information was combined with ‘highly sensitive’ cultural resource zones and
archaeological datasets in order to constrain recommend locations for archaeological
the locations of human occupations. survey and monitoring of construction
Aggregation of the data was made in Microsoft activities. With the implementation of a new
Access and stored in the central data server of national constitution in 2010, Kenya
the NMK for the purpose of easy conversion to federalised its constituencies and
a custom database at a future date. decentralised the responsibility for heritage
management across the country. By providing
An immediate positive outcome of the pilot
site-specific information from its significant
project was the relocation of unpublished
database and resource-rich collections, NMK
archaeological datasets for which there had
has become the facilitator of information and
been no plans to disseminate findings. Portions
knowledge to local communities rather than the
of these previously unanalysed collections
aggregator. LAPSSET provided an immediate
have now being published (Bloszies, Forman,
opportunity for NMK to exercise its new role
& Wright, 2015; Forman, Wright, & Bloszies,
and coordinate heritage interventions against
2014; Wright, 2019; Wright, Forman, Kiura,
potential threats to specific local cultural
Bloszies, & Beyin, 2015; Wright, Grillo, &
resources. This immediate impact of the pilot
Soper, 2016). However, the overall outcomes
digitisation program was unanticipated, but
of the pilot project demonstrated the enormity
proved the value of the effort for the purpose of
of the task of a full-scale digitisation effort.
conserving cultural heritage sites against the
Translating handwritten field notes from
potential impacts of new infrastructure
individual archaeologists into a standardised
development.
ontology proved exceptionally challenging.
Beside issues transcribing near-illegible
handwriting into the database, there are no
standardised definitions for classes of PHASE II—CREATING A CMS FOR NMK
archaeological artefacts. This led our team to Despite the challenges inherent to digitising
develop impromptu translational ontologies NMK’s collections, the pilot project in
that conformed to other classificatory schemes archaeology yielded sufficient success that the
used by NMK staff to accession artefacts from museum’s senior leadership as well as
recent projects, but the reclassifications were, curatorial and collections staff members were
at times, subjective judgement calls and may convinced of the need to scale up these efforts
not have been consistent with the original across the institution. However, identifying
excavators’ determinations. appropriate and cost-effective CMS software
remained a limiting factor. Many different
Furthermore, longitudinal data prior to the use options were considered,
of GPS technology were often insufficient to
relocate archaeological sites on a map. We including a partnership with Aluka
classified archaeological site locations into (www.aluka.org), which is arguably the most
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with NMK staff pertaining to the classification of doing on an ad hoc basis upon request by
objects, mostly following protocols used in the teachers, virtual exhibitions could accomplish
creation of paper records according to the the same goals without the costs of time and
decades old KNM/SASES systems, but also transport for physically visiting the schools.
based on the results of the Phase I pilot project. Offering digital programmes such as this would
The new system was designed to allow other enable outreach to schools in even the most
departments at NMK to tailor their disciplines’ remote parts of Kenya as the education
ontologies into the CMS, which would department is currently limited to providing
ultimately be linked together into a centralised support for schools within the greater Nairobi
system managed by the registrar’s office. area.
4. DIGITAL ENGAGEMENT WITH DIVERSE From the outset, one of the main goals of
AUDIENCES Digital Kitambo was to develop materials for
teachers in the Kenyan public school system to
After the construction of KEHRIS and staff
support them in providing such scaffolding for
training was completed, the next phase of
their students to visit the museum as a
Digital Kitambo was to create the public
compulsory component of the national
website and develop innovative means of
curriculum. Primary and secondary students
engaging with different audiences through the
comprise over half of NMK’s visitors, and
digitised collection. According to NMK’s Public
school groups were unanimously identified in
Programmes Coordinator, NMK considers
all the focus groups and interviews as one of
issues of representation in a decolonising way
the museum’s key audiences to target.
and tries to involve source communities to
Working with NMK education staff, focus
include their perspective whenever curating or
groups were conducted in February 2018 with
interpreting objects of significance to these
primary and secondary school teachers to
communities (George Juma Odeng, interview,
obtain input from them on the goals of a
13 February 2018). A digitised collection
digitized national heritage collection and how
available online would provide a powerful tool
the museum could develop thematic virtual
for reaching communities in different parts of
programmes based on the school curriculum.
Kenya as well as Kenyans in the diaspora.
Research has shown that informal learning in a
Furthermore, because all permanent
museum context is facilitated and enhanced
exhibitions at NMK are required to have a link
when visitors engage in an activity prior to their
to the Kenyan national curriculum and part of
visit to prepare for what they will experience at
the exhibition development process is to
the museum and afterwards to reinforce the
consult with teachers to ensure this is
learning (Eshach, 2007; Griffin, 2004; Lin,
happening, digital tools would greatly facilitate
Fernandez, & Gregor, 2012).
that endeavour countrywide (Galgalo Rashid
Abdi, NMK Head Curator, interview, 21 The focus groups with teachers at NMK were
February 2018). organised on two consecutive days with the
first group comprised of ten primary teachers
Input derived from all the focus groups and
and the second group of seven secondary
semi-structured interviews with NMK staff
teachers. Every teacher who participated had
indicated a general consensus that a website
brought a group of their students to the
featuring digitised collections should present
museum for at least one visit, but the
the information in ways that are accessible for
secondary teachers indicated they have done
varied audiences ranging from primary school
so more frequently with some saying that they
students who have no prior background
bring their students every year. Ecology and
knowledge to university students conducting
evolution were identified as the two main
research. Digital engagement opportunities to
themes of the national curriculum at both the
facilitate the outreach efforts of the Public
primary and secondary levels that the teachers
Programmes and Education units at NMK were
focus on when their students visit NMK. Most
deemed to be especially important. For
teachers in both focus groups complained
example, instead of bringing replicas to
about out-dated textbooks as their primary
classrooms as education officers have been
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resource, the ensuing discussions resulted in (Prendergast et al., 2019; Robertshaw, 2021).
numerous ideas for online resources to Excavated by Mary Leakey in the early 1940s
augment or even replace these textbooks. (M. D. Leakey, 1945), Hyrax Hill has long been
recognised as one of the best-preserved
One aspect of these discussions that stood out
archaeological sites recording this process
was the need to situate and better
(Bower, Nelson, Waibel, & Wandibba, 1977).
contextualise both the specimens and artefacts
Its status as an NMK satellite museum situates
that demonstrate human evolution as well as
Hyrax Hill as protected from threats of
the geographic locations where these were
development, although the significance of the
discovered. One teacher commented, ‘So,
site remains opaque to most Kenyans. As a
when I go to Kariundusi, all I see is rocks. Even
system, KEHRIS was designed to incorporate
as a teacher, I don’t know how that shows
legacy collections such as Hyrax Hill, as well
anything about early man’. Kariandusi is one of
as ongoing excavations and reanalysis of such
the nine satellite NMK facilities, and it has a
sites (Shoemaker & Davies, 2019), which are
rich history and prehistory. Originally
continuous in Kenya. The strategy with
excavated by Louis Leakey from 1929-1931, it
developing a public outreach component from
is a nearly 1 million-year-old Early Stone Age
the collections was to connect the scientific
site consisting of hundreds of handaxes made
understanding of the collections to information
from volcanic glass (obsidian), trachyte and
that was usable and relevant for a general
basalt (Durkee & Brown, 2014; Shipton, 2011).
audience—demystifying the objects of the past
It is one site in a trifecta from this period
by making them more accessible.
(including Isinya and Olorgesailie) that
demonstrate complex cooperative hunting The focus groups identified several issues and
behaviours and group mobility in the questions that they would like support from
circumstance of extreme degrees of climate NMK’s digital offerings to address. Strategies
change (Gowlett & Crompton, 1994; Potts, to navigate the conflicts between religion and
2013). These behaviours and handaxe evolution, in particular, generated a great deal
technology, more specifically, were exported of discussion in both focus groups. Teaching
from eastern Africa in waves of migration human evolution in Kenya is controversial due
leading to the colonisation of the far reaches of to the strong influence of fundamentalist
Eurasia at this time (Shipton & Petraglia, Christian and Muslim groups who oppose the
2011). However, the context and significance curriculum in school settings (Njenga & Manthi,
of the Kariundusi site is not obvious to 2007). Questions about whether or not humans
laypeople, and it was generally agreed in the continue to evolve were also raised. One
focus groups that the story of the rocks needed secondary teacher commented ‘I remember
to be more clearly articulated in the digital learning in primary school that humans evolved
resources on NMK’s website. from monkeys and I wondered if I would evolve
into something else. I’m still not sure how to
Similarly, the geographic spatialisation of
explain this to my students now’. Related to
human evolution is an important but elusive
this issue, several teachers explained that it is
concept that most teachers in the focus groups
not always clear in the primary school
struggle to explain to their students. As one
curriculum that other animals besides humans
primary teacher explained, ‘For example, when
have also evolved or why some species have
we teach about Hyrax Hill [another of NMK’s
become extinct. NMK staff members in
satellite sites], the children don’t know where
archaeology and palaeontology agreed to
that is, so we just say near Nakuru’. Many
collaborate with their colleagues in education
teachers wondered why there are so many
and public programmes to develop digital
prehistoric sites in the Rift Valley. Beginning
resources to support teachers at both the
after 4000 years ago, people herding
primary and secondary levels in teaching
domesticated animals and their technologies
evolution and augment the standard textbooks
trickled south of the Lake Turkana Basin,
issued within the national curriculum. The
mostly within the Rift Valley corridor as a
teachers in both focus groups seemed
phenomenon known as the ‘Pastoral Neolithic’
especially interested in practical activities that
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their students could do to help them better Internet connectivity did not seem to be a
understand the abstract concepts of evolution. problem in classrooms and many teachers
Suggestions for these included didactic conveyed that extensive mobile network
materials like worksheets, but more importantly coverage around the country has made online
ways for students to interact with objects and engagement possible for most schools in
information such as games (both analogue and Kenya even those located in remote, rural
digital). areas. Both the teachers and NMK education
and public programmes staff members
In a brainstorming session about participatory
indicated that opportunities to continue
activities that teachers could do in the
engaging with teachers would be helpful
classroom, the suggestions that generated the
because the syllabus is always changing, and
most excitement were creating replicas of
new challenges will occur. The enthusiasm and
objects with clay or stones and constructing a
excitement were palpable amongst the
model of an archaeological site on the school
teachers in both focus groups as well as with
grounds. Despite the fact that the teachers
NMK staff members in archaeology,
were asked to brainstorm in the context of
palaeontology, education and public
developing a website with digital forms of
programmes, and all the focus groups seemed
engagement, many of their ideas for interaction
to generate good momentum for implementing
focused on the materiality of information about
the final phase of the Digital Kitambo
evolution. Before each focus group began in a
experiment to bring the digitised collections to
conference room at the museum, curators from
a broader public with new forms of
palaeontology and archaeology led the
engagement.
teachers on a ‘behind-the-scenes’ tour of the
laboratory and storage facilities where 5. IMPLEMENTATION AND EVOLUTION OF
artefacts and specimens are kept, conserved OUTREACH PROGRAMMING
and interpreted. It was clear both during these
In December 2018, DDD hired an external web
tours and in the subsequent focus group
developer to create a website based on the
discussions that experiencing the lab and
collections and input from the focus groups
storage facilities made a vivid impression on
with teachers, and interviews and focus groups
the teachers and that no form of digital
with museum staff. Content was developed in
engagement would ever replace the ‘brick and
an interactive website entitled ‘The Evolution of
mortar’ experience of a visit to NMK’s galleries.
Technology from Stone Tools to Smart
As one teacher remarked, ‘When students see
Phones’ in which users were provided
something like a handaxe in the textbook, it is
information pertaining to past periods of
theoretical and even boring. But when you
Kenyan history, coeval environments and the
actually come to the museum and see that
evidence of hominin technologies and fossil
handaxe in person, you realize this is what
records from the NMK collections. The text was
early humans were using and it is really
tailored to conform to the Kenyan public
exciting’. Recent developments in human-
schools’ learning objectives and designed to
centred design can help bridge such gaps
facilitate user engagement with the collections
between the primacy of materiality and various
at the museum, although specific thematic
forms of digital engagement by shifting the
materials were never created for teachers to
focus in the design process from technological
use in their classrooms before and after their
innovations to how a visitor’s experience of a
museum visits. After a public launch and
museum’s collection can be enhanced through
publicity push (Oluoch, 2020), the website was
digital means (Mason & Vavoula, 2021). The
attached to the NMK’s public site at
focus groups with teachers at NMK were an
www.nmkearthsciences.org. The website has
attempt to involve non-designers/users in the
subsequently been taken down, but archived
design process in order to create new
versions of the site can be accessed via the
approaches for engaging with cultural heritage,
Wayback Machine at
but as will be discussed shortly, the results fell
https://web.archive.org/web/20201128072832/
short of the ideals.
https://nmkearthsciences.org/.
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In May 2020, Google Arts and Culture is a template for a process that could be
spearheaded a new initiative—completely undertaken by other national museums across
separate from the Digital Kitambo project—to Africa and beyond. The NMK exemplifies the
digitise parts of the NMK collection and host challenges and opportunities many national
portions of the collections online institutions face in terms of economic
(https://artsandculture.google.com/partner/nati circumstances, condition of collections and
onal-museums-of-kenya). In May 2021, ‘The scientific value of the collections (see also
Evolution of Technology from Stone Tools to Baro, Oyeniran, & Ateboh, 2013; Eke, 2011;
Smart Phones’ website was removed from the Mutula, 2014). Making obvious upgrades to
NMK server, including the digitised collections Internet infrastructure, stable power sources
and online exhibition. To our knowledge, none and enhancing the technical capacity of staff
of the external stakeholders of the digitisation will not be enough to complete digitisation of
effort were informed or consulted about the natural and cultural heritage collections.
decision. The new online gallery created by Instead, a common purpose for digitisation is
Google is not contextualised thematically, needed, which satisfies disparate political and
although it is searchable by keywords if one social perspectives on the past and ascribes
knows what terms to enter. Metadata are value to collections by disseminating
available for the objects when the user clicks information that meets present and anticipated
on them, though the location is non-specific (all future national priorities.
artefacts are attributed to ‘Kenya’), and there is
Digitisation of archives alone is a valuable tool
little by way of context provided about any
for preservation of national collections for
given object’s manufacturers, use or
future generations, but dissemination of data is
provenance in relation to the museum
a critical element of heritage preservation
collections. Exhibits created on the Google Arts
because it allows the public to understand the
and Culture site are authored by ‘National
value of the objects and feel invested in
Museums of Kenya’ and are designed to
maintaining them for future generations
showcase aspects of the collections and
(Kamatula et al., 2013). Digitisation of museum
communities of Kenya appealing to tourists
collections is also important for preventing
and local audiences interested in Kenyan
species loss through conservation efforts and
culture. Whether the KEHRIS CMS remains
maintaining accurate diachronic records of
operational as an internal resource at the NMK
spatial distributions of biological taxa (Berents,
is not known to the authors of this article, but if
Hamer, & Chavan, 2010; Coetzer, 2012; Meier
it remains operational, it has no functional
& Dikow, 2004; Otieno, Njoroge, Agwanda,
relationship to the public website managed by
Gikungu, & Mauremooto, 2014). More tangibly,
Google Arts and Culture.
archaeological and petroglyph sites are
6. CONCLUDING REFLECTIONS continuously threatened by development
On the one hand, the Digital Kitambo project projects like LAPSSET and other forms of
was successful in securing funding, training human encroachment. Communities unaware
staff and digitising portions of NMK’s of natural and cultural resources at their
archaeology and palaeontology collections. doorsteps are unlikely to ascribe economic or
These accomplishments further the NMKSP’s social value to them.
efforts to decolonise the museum and Furthermore, ready access to a national
represent ‘a more dynamic contemporary museum’s collections with opportunities to
present’ through its collections (National create one’s own stories from the digitised
Museums of Kenya, 2006). On the other hand, objects can provide a sense of ownership and
overcoming the limitations of old collection belonging that is empowering in formerly
techniques and reporting standards, continuing colonised places. Edward Said (1995), for
the process beyond the funding life cycle and example, shows the dominant historiography
improving public access to the collections was that negated and repressed histories of the
equivocal. The scope of digitisation to this point colonised can be reclaimed through alternative
and planned transition of analogue cataloguing narratives told by those who were formerly
to digital formats in the Digital Kitambo initiative
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oppressed. On any given day, the parking lot Abungu, L. (2010). Access to Digital Heritage
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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RESUMO
A palavra swahili “Kitambo” refere-se a ocorrências passadas, ligadas ao orador, nem que seja
de forma indireta; neste sentido, pode ser usada para descrever a museologia experimental
através do património cultural digital. Verifica-se a necessidade de melhorar a acessibilidade
e os objetivos de conservação nas instituições que conservam o património cultural africano.
Nesta perspetiva, os Museus Nacionais do Quénia (NMK) têm vindo a desenvolver tecnologias
inovadoras e ferramentas de comunicação com o Kenya Heritage Resource Information
System (KEHRIS). O presente texto discute o Kitambo Digital - um projeto piloto, desenvolvido
pelos NMK, entre 2013 e 2019, e que visava criar a base de dados espacialmente integrada
no KEHRIS, tendo-se procedido à digitalização de 10.000 artefactos e espécimes das
coleções de arqueologia e paleontologia, a par do desenvolvimento de programas de
aprendizagem digital almejando envolver um público tão vasto quanto possível. A metodologia
de investigação qualitativa incluiu a observação dos participantes, entrevistas qualitativas e
grupos focais com os funcionários do museu, bem como com docentes do ensino básico e
secundário, tendo como objetivo desenvolver currículos para as escolas locais. O texto traça
a evolução do Kitambo Digital, desde o seu início, refletindo os seus pontos positivos e as
suas vulnerabilidades, tendo particular atenção ao objetivo que diz respeito à descolonização
das coleções do museu, contribuindo para o surgimento de novas narrativas nacionais e
convocando a participação do público através da promoção e divulgação de iniciativas digitais.
Palavras-Chave: Estudos do património, Museus pós-coloniais, Digitalização, Sistemas de
gestão de atividades, Museologia experimental.
ABSTRACT
The Swahili word ‘kitambo’, which refers to occurrences in the past that are understood to be
at least indirectly connected to the speaker, can be used to describe experimental museology
through digital cultural heritage. There is a need to improve access and enhance conservation
goals within African cultural heritage institutions, and the National Museums of Kenya (NMK)
has been developing innovative technologies and communication tools with the Kenya Heritage
Resource Information System (KEHRIS). This paper will discuss Digital Kitambo—a pilot
project completed at NMK from 2013 – 2019 to create the spatially integrated database
KEHRIS, digitise 10,000 artefacts and specimens from the archaeology and palaeontology
collections, and develop digital learning programmes to engage a wider audience. Qualitative
research methodology included participant observation, qualitative interviews and focus groups
with museum staff as well as focus groups with primary and secondary teachers to develop
curricula for local schools. This paper traces the evolution of Digital Kitambo from its inception
and reflects on both the successes and shortcomings of the initiative with particular attention
to its goals of decolonising the museum’s collections and contributing to new national narratives
by engaging the public through digital initiatives.
Keywords: Heritage studies, Post-colonial museums, Digitisation, Collections management
systems, Experimental museology.
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1 A palavra swahili "kitambo" refere-se a ocorrências do para descrever os esforços de digitalização da NMK como
passado que são entendidas como estando, pelo menos indicação da importância do legado do passado para a
indirectamente, ligadas ao orador. A palavra é utilizada compreensão da evolução da sociedade moderna.
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normalizar as práticas de digitalização nos que o museu regista a localização dos lugares
museus, conferir maior visibilidade às arqueológicos com base no SASES, sistema
coleções, tornando-as mais acessíveis, que permite situar os referidos lugares numa
desenvolver novos meios para alcançar quer o grelha representativa do continente africano.
público local quer internacional e, assim, Uma adesão ao SASES começa com a
permitir a criação de novas narrativas das coordenada da grelha representada por quatro
nacionais fazendo uso do envolvimento digital letras seguidas por um número ordinal de
(Wabuyele, 2013). acordo com a ordem de registo do local na
NMK. Os materiais arqueológicos trazidos
O Registo de Coleções liderou uma task force
para a NMK são alojados em caixas de
composta por curadores dos quatro
madeira organizadas de acordo com os
departamentos elementares da NMK
números das prateleiras. Os artefatos
(botânica, zoologia, património cultural e
associados a cada coordenada arqueológica
ciências da terra), juntamente com membros
recebem um número de acesso ao Museu
do pessoal das TIC, para fazer o levantamento
Nacional do Quénia (NMK), que se refere a
das práticas de gestão de coleções a nível
notas de projeto e registos de escavação
institucional incluindo, mas não se limitando à
armazenados em pastas de arquivo ou em
utilização de software e digitalização de
prateleiras. As notas e o cartão NMK têm um
coleções. Apesar dos quatro departamentos já
número de prateleira associado
terem começado a digitalizar as suas
correspondente a uma localização física na
coleções, o grupo de trabalho concluiu que a
Secção de Arqueologia, na qual os artefatos
formação insuficiente do pessoal,
serão objeto de curadoria. Todos os registos
equipamento inadequado e conectividade à
são mantidos em fichas de papel, guardadas
Internet, e uma política incompleta de partilha
em prateleiras e em armários na Secção de
de dados tinham impedido os esforços de
Arqueologia do Museu Nacional de Nairobi.
digitalização na NMK (Wabuyele, 2013, p. 3).
Fazendo uso de diferentes sistemas de O sistema de acesso da coleção de
software, o grupo de trabalho identificou arqueologia presta-se à digitalização, uma vez
coleções digitais dispersas pela NMK e que todos os dados, do sistema analógico,
aconselhou a que os conjuntos de dados estão organizados de forma relacional. Os
autónomos, gerados por cada departamento, desafios para a digitalização desta coleção, no
fossem integrados num sistema de gestão de entanto, são, essencialmente, três: (1) a
coleções (CMS) a ser utilizado de forma conversão de registos em papel num formato
uniforme na instituição; igualmente, também digital é extremadamente demorada, (2) são
recomendou o uso da KE-EMu como norma de necessárias actualizações de infraestruturas
procedimento que consideraram eficaz de no armazenamento de dados, e (3) o
satisfazer todas as necessidades da NMK desenvolvimento de uma ontologia flexível,
(Wabuyele, 2013, p. 13). Contudo, os custos mas descritiva, aceitável para uma vasta gama
de tal software CMS excedem a capacidade da de utilizadores, requer a contribuição dos
NMK, e a Direcção de Investigação e Coleções interessados a todos os níveis do processo de
começou a procurar parcerias externas a fim curadoria.
de gerar os fundos necessários, o que levou
Em 2013, os autores iniciaram um projeto-
ao desenvolvimento do Kitambo Digital, tal
piloto de digitalização patrocinado pela
como explicado nas secções seguintes.
National Research Foundation of Korea, com
3. PROJETO-PILOTO COM COLEÇÕES vista a aumentar a escala para um eventual
DA ARQUEOLOGIA E PALEONTOLOGIA esforço completo de digitalização na NMK. O
projeto-piloto centrou-se numa seleção de
Desde a criação do Sistema Padronizado de
lugares arqueológicos na região do Lago
Contagem de Sites Africanos (SASES)
Turkana, no Quénia, que foram escavados no
(Nelson, 1973), a NMK tem mantido as suas
final dos anos 70 e início dos anos 80 e que
coleções arqueológicas numa base de dados
não foram analisados e devidamente
analógica e relacional (Figura 1). A
disseminados. Embora as investigações
arqueologia é uma disciplina espacial, pelo
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arqueológicas, nesta área, tenham sido & Brown, 2006; Robbins, 2006), não houve
contínuas, desde os anos 70 e 80, e tenham qualquer tentativa de arquivar as coleções
produzido descobertas significativas no que arqueológicas num formato facilmente
diz respeito às origens tecnológicas e acessível para que se pudesse fazer uma
biológicas da espécie humana (Harris, Leakey, investigação comparativa.
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insistem em manter o controlo sobre a forma DDD uma proposta inicial (acesso a coleções
como as coleções são utilizadas. e conhecimentos especializados), o que
permitiu à DDD obter fundos, de uma grande
Em 2015, a organização sem fins lucrativos,
corporação privada, para a implementação de
OpenHeritage, juntou-se ao projeto para
um CMS abrangente e dando primazia às
ultrapassar o obstáculo da utilização de
coleções de Arqueologia e Paleontologia, com
software sem código aberto e alojamento
vista à capacitação da NMK no processo de
externo de dados patrimoniais
uma digitalização mais abrangente.
(https://www.openheritage.org.za/about). Em
conformidade com a Lei de Recursos do Em julho de 2017, deu-se início ao projeto com
Património Nacional (NHRA), Lei 25 de 1999, uma escala de digitalização inicial de 10.000
a Agência de Recursos do Património da África artefactos arqueológicos e espécimes
do Sul (SAHRA) desenvolveu um protocolo de paleontológicos, a par da construção de um
digitalização em plataformas de software website com recursos pedagógicos
baseadas em código aberto, Drupal e adequados ao sistema escolar queniano
Geoserver, no qual 21.000 locais público. O primeiro passo foi a realização de
arqueológicos e 4300 objetos foram um grupo focal com a direção do museu, o
identificados em todo o país (Wiltshire, 2013). responsável pelo departamento, departamento
O sistema que se desenvolveu a partir deste de ciências da terra, com os curadores e com
esforço é conhecido como o Sistema de os responsáveis pela gestão das coleções das
Informação do Património da África do Sul secções das coleções de arqueologia e
(SAHRIS) e ainda hoje é utilizado em todo o paleontologia. Foram também organizados
país. Desde então, o seu inventário do grupos focais adicionais com os responsáveis
património aumentou para mais de 60.000 pelo departamento, curadores e responsáveis
locais e 62.000 objetos. Após o pela gestão de coleções de botânica e
desenvolvimento do sistema, os principais zoologia, assim assegurando que o CMS iria
arquitetos do SAHRIS registaram o satisfazer todas as necessidades de gestão de
OpenHeritage como uma organização sem dados, bem como as das coleções de
fins lucrativos com vista a conceber e arqueologia e paleontologia
implementar sistemas semelhantes noutros
Os grupos focais permitiram recolher
locais. A missão de OpenHeritage continua a
informações sobre as coleções em cada um
ser a de personalizar sistemas de gestão do
dos departamentos, possibilitando o
património semelhantes ao SAHRIS, que são
desenvolvimento de uma ontologia apropriada
acessíveis e de baixo custo, para as
para o CMS, a par do questionamento das
instituições do património do hemisfério sul.
necessidades de curadoria e de investigação
Na sequência das discussões iniciais sobre que a digitalização poderia ajudar a satisfazer.
como executar uma visão comum, a equipa do Como as secções de arte contemporânea e
projeto e a NMK abordaram formalmente a património cultural são menores do que as de
Digital Divide Data (DDD) para fornecer arqueologia, paleontologia, botânica e
recursos de digitalização e procurar zoologia, foram utilizadas entrevistas
oportunidades de financiamento. A DDD é uma semiestruturadas com os curadores em arte
entidade híbrida sem fins lucrativos, e contemporânea e património cultural para
múltiplos objetivos, de que se destaca a determinar a ontologia que se adequaria às
formação de estudantes e profissionais em suas necessidades de CMS e discutir como a
tecnologias da informação, respetivamente, no digitalização poderia aprofundar a
Quénia Camboja e Laos, no objetivo primordial investigação e utilização das suas coleções.
focado na empregabilidade de licenciados
Para além destes grupos focais e entrevistas
bem-sucedidos nos seus programas
com curadores, tivemos também entrevistas
formativos e que são alocados em
semiestruturadas com Alfreda Ibui, da NMK, e
empreendimentos de digitalização com fins
o Coordenador de Programas Públicos,
lucrativos (https://www.digitaldividedata.com/).
George Juma Odeng, este último é discutido
A equipa do projeto e a NMK forneceram à
na secção seguinte porque diz respeito mais
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um período de duas semanas, com base nos digitais facilitariam muito esse esforço em todo
resultados do projeto-piloto e objetivos da fase o país (Galgalo Rashid Abdi, Curador Chefe da
seguinte de digitalização (Wright, 2017). Um NMK, entrevista, 21 de fevereiro de 2018).
total de 15 elementos de arqueologia e
Os contributos derivados de todos os grupos
paleontologia receberam formação em
focais e entrevistas semiestruturadas com os
princípios básicos de SIG, criação e
colaboradores da NMK indicaram como
digitalização de mapas, e integração de dados
consensual que um website com coleções
vectoriais e rastreamento em ambientes
digitalizadas deveria apresentar a informação
espaciais. Uma vez obtidas essas
de forma acessível a públicos variados, desde
competências, os participantes receberam
estudantes do ensino básico, que não têm
formação para incorporar dados espaciais e de
conhecimentos prévios, até estudantes
objetos na KEHRIS. Foram desenvolvidas
universitários que conduzem projetos de
ontologias com os colaboradores da NMK
investigação. As oportunidades de
relativas à classificação de objetos, na sua
envolvimento digital para facilitar os esforços
maioria seguindo protocolos utilizados na
de divulgação dos Programas Públicos e
criação de registos em papel de acordo com os
unidades de Educação na NMK foram
antigos sistemas NMK/SASES de décadas,
consideradas especialmente importantes. Por
mas também com base nos resultados do
exemplo, em vez de trazer réplicas para as
projeto piloto de Fase I. O novo sistema foi
salas de aula, como os funcionários da
concebido para permitir que outros
educação têm vindo a fazer numa base ad hoc
departamentos da NMK pudessem adaptar as
a pedido dos professores, as exposições
ontologias das suas disciplinas ao CMS, que
virtuais poderiam alcançar os mesmos
acabaria por ser ligado a um sistema
objetivos sem os custos de tempo e transporte
centralizado gerido pelo gabinete do
de visitarem, fisicamente, as escolas. A oferta
responsável pelo sistema.
de programas digitais como este permitiria a
4. ENVOLVIMENTO DIGITAL COM divulgação nas escolas, mesmo nas zonas
DIVERSOS PÚBLICOS mais remotas do Quénia, uma vez que o
departamento de educação está atualmente
Após a construção do KEHRIS e a formação
limitado a fornecer apoio às escolas na área da
dos colaboradores a fase seguinte do Kitambo
grande Nairobi.
Digital consistiu em criar o website e
desenvolver meios inovadores de Desde o início, um dos principais objetivos do
envolvimento com diferentes audiências Kitambo Digital foi desenvolver materiais de
através da coleção digitalizada. De acordo apoio, para o sistema escolar público
com o Coordenador de Programas Públicos da queniano, que fossem suscetíveis de apoiar o
NMK, a NMK considera as questões de desenvolvimento de competências previstas
representação de uma forma descolonizante e nos currículos nacionais, de modo a tornar a
tenta envolver as comunidades de origem visita ao museu uma componente obrigatória
incluindo a sua perspectiva sempre que é nas ferramentas de aprendizagem. Os alunos
oportuna a curadoria ou a interpretação de do ensino básico e secundário perfazem mais
objetos significativos para estas comunidades de metade dos visitantes da NMK, e os grupos
(George Juma Odeng, entrevista, 13 de escolares foram unanimemente identificados
fevereiro de 2018). Uma coleção digitalizada em todos os grupos focais e entrevistas como
disponível online forneceria uma ferramenta um dos públicos chave do museu a ser tido em
capaz de chegar às comunidades em conta. Com os elementos da equipa educativa
diferentes partes do Quénia, bem como aos da NMK, foram realizados grupos focais, em
quenianos na diáspora. Além disso, uma vez fevereiro de 2018, e também com professores
que todas as exposições permanentes na das escolas do ensino básico e secundário, a
NMK são obrigadas a ter uma ligação ao fim de serem obtidos os seus contributos sobre
currículo nacional queniano e parte do os objetivos de uma coleção digitalizada do
processo de desenvolvimento da exposição património e sobre a forma como o museu
consiste em consultar os professores para poderia desenvolver programas virtuais
garantir que tal acontece, as ferramentas
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temáticos com base no currículo escolar. A local numa trifeta deste período (incluindo
investigação demonstrou que a aprendizagem Isinya e Olorgesailie) que demonstra
informal, num contexto de museu, é facilitada complexos comportamentos de caça
e reforçada quando os visitantes se envolvem cooperativa e mobilidade de grupo em
numa atividade antes da sua visita circunstâncias de graus extremos de
preparando-se para o que irão experimentar alterações climáticas (Gowlett & Crompton,
no museu e, posteriormente, para reforçar a 1994; Potts, 2013). Estes comportamentos e
aprendizagem (Eshach, 2007; Griffin, 2004; tecnologia de machados artesanais, mais
Lin, Fernandez, & Gregor, 2012). especificamente, foram exportados da África
Oriental em vagas de migração que levaram à
Os grupos focais com professores na NMK
colonização do extremo da Eurásia, nessa
foram organizados em dois dias consecutivos,
altura (Shipton & Petraglia, 2011). Contudo, o
sendo o primeiro grupo composto por dez
contexto e significado do local de Kariundusi
professores do ensino básico e o segundo
não é óbvio para os leigos, e foi consensual
grupo com sete professores do ensino
entre os grupos de discussão que a história
secundário. Cada professor que participou
das rochas precisava de ser mais claramente
tinha trazido um grupo dos seus alunos ao
articulada nos recursos digitais do site da
museu para, pelo menos, uma visita, mas os
NMK.
professores secundários indicaram que o
tinham feito com mais frequência, alguns Do mesmo modo, a espacialização geográfica
trazem os seus alunos todos os anos. Ecologia da evolução humana é um conceito
e evolução foram identificadas como os dois importante, mas elusivo pelo que, a maioria
temas principais do currículo nacional, tanto a dos professores, nos grupos focais, tem
nível básico como secundário. A maioria dos dificuldades em explicar aos seus alunos.
professores de ambos os grupos focais Como explicou um professor do ensino básico,
salientou que os manuais escolares estavam "Por exemplo, quando ensinamos sobre Hyrax
desatualizados, não obstante serem o Hill [outro dos locais satélites da NMK], as
principal recurso didático de que disponham, crianças não sabem onde isso fica, por isso
as reflexões desenvolveram-se em torno da dizemos apenas "perto de Nakuru". Muitos
possibilidade de criar recursos online para professores perguntaram-se por que há tantos
aumentar a disponibilidade de ferramentas sítios pré-históricos no Vale do Rift. Remonta
didáticas e/ou virem a constituir um recurso a 4000 anos atrás, período no qual os
que pudesse substituir os manuais atuais. habitantes se dedicavam à pastorícia, pelo
que, a sul da Bacia do Lago Turkana,
Um aspecto destas discussões que se
maioritariamente no corredor do vale do Rift,
destacou foi a necessidade de situar e
podemos encontrar muitas ferramentas
contextualizar melhor tanto os espécimes e
artesanais que geraram um fenómeno
artefatos que demonstram a evolução
conhecido como o “Neolítico da Pastorícia”
humana, como os locais geográficos onde
(Prendergast et al., 2019; Robertshaw, 2021).
estes foram descobertos. Um professor
Escavado por Mary Leakey, no início dos anos
comentou: "Assim, quando vou a Kariundusi,
40, (M. D. Leakey, 1945), Hyrax Hill foi há
tudo o que vejo são rochas. Mesmo como
muito reconhecido como um dos sítios
professor, não sei como isso mostra alguma
arqueológicos mais bem preservados que
coisa sobre o homem primitivo'. Kariandusi é
registam este processo (Bower, Nelson,
uma das nove instalações satélite da NMK, e
Waibel, & Wandibba, 1977). O seu estatuto de
apresenta uma rica história e pré-história.
museu satélite do NMK situa Hyrax Hill ao
Originalmente escavado por Louis Leakey de
abrigo de ameaças do desenvolvimento,
1929 a 1931, é um local da Idade da Pedra
embora o significado do local permaneça
Primitiva com quase 1 milhão de anos,
opaco para a maioria dos quenianos. Como
composto por centenas de handaxes
sistema, a KEHRIS foi concebida para
(machados artesanais) feitos de vidro
incorporar coleções antigas como Hyrax Hill,
vulcânico (obsidiana), trachite e basalto
bem como escavações e reanálises em curso
(Durkee & Brown, 2014; Shipton, 2011). É um
de tais locais (Shoemaker & Davies, 2019) que
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A conectividade à Internet não parecia ser um website foi subsequentemente retirado, mas
problema nas salas de aula e muitos as versões arquivadas do site podem ser
professores transmitiram que a extensa acedidas através da Wayback Machine em
cobertura da rede móvel em todo o país tornou https://web.archive.org/web/20201128072832/
possível o envolvimento online para a maioria https://nmkearthsciences.org/.
das escolas no Quénia, mesmo as localizadas
Em maio de 2020, o Google Arts and Culture
em zonas rurais remotas. Tanto os professores
liderou uma nova iniciativa - completamente
como os auxiliares educativos dos programas
separada do projeto Digital Kitambo - para
públicos da NMK indicaram que a
digitalizar partes da coleção da NMK e acolher,
oportunidade de continuar a envolver-se com
parcialmente, as coleções online
os professores seria útil porque o programa de
(https://artsandculture.google.com/partner/nati
estudos está sempre a mudar e novos desafios
onal-museums-of-kenya). Em maio de 2021,
irão ocorrer. O entusiasmo entre os
'The Evolution of Technology from Stone Tools
professores de ambos os grupos focais era
to Smart Phones' foi removido do servidor da
visível, bem como com o pessoal da NMK das
NMK, incluindo as coleções digitalizadas e a
áreas da arqueologia, paleontologia, educação
exposição online. Tanto quanto sabemos,
e programas públicos, e todos os grupos focais
nenhum dos intervenientes externos do
pareciam gerar uma boa dinâmica para a
esforço de digitalização foi informado ou
implementação da fase final da experiência
consultado sobre a decisão.
Digital Kitambo tendo em vista levar as
coleções digitalizadas a um público mais vasto A nova galeria online criada pela Google não é
com novas formas de envolvimento. contextualizada tematicamente, embora seja
pesquisável por palavras-chave se souber
5. IMPLEMENTAÇÃO E EVOLUÇÃO DA quais os termos a introduzir. Os metadados
PROGRAMAÇÃO DE PROXIMIDADE AO estão disponíveis para os objetos quando o
PÚBLICO utilizador clica neles, embora a localização não
Em dezembro de 2018, a DDD contratou um seja específica (todos os artefatos são
programador web externo para criar um atribuídos ao 'Quénia'), e há pouco, através do
website baseado nas coleções e nos contexto, sobre os fabricantes, utilização ou
contributos dos grupos focais com proveniência de um determinado objeto em
professores, e entrevistas e grupos focais com relação às coleções do museu. As exposições
os funcionários do museu. O conteúdo foi criadas no site Google Arts and Culture são de
desenvolvido num website interativo intitulado autoria dos 'Museus Nacionais do Quénia' e
"The Evolution of Technology from Stone Tools destinam-se a mostrar aspectos das coleções
to Smart Phones" (A Evolução da Tecnologia e comunidades do Quénia que apelam aos
das Ferramentas de Pedra para os Telefones turistas e ao público local interessado na
Inteligentes), no qual foram fornecidas, aos cultura queniana. Se o KEHRIS CMS
utilizadores, informações relativas a períodos permanece operacional como um recurso
passados da história do Quénia, ambientes interno na NMK não é conhecido pelos autores
coevos e provas de tecnologias hominídeas e deste artigo, mas se permanecer operacional,
registos fósseis das coleções da NMK. O texto não tem qualquer relação funcional com o
foi adaptado para se adequar aos objetivos de website público gerido pelo Google Arts and
aprendizagem das escolas públicas quenianas Culture.
e concebido para facilitar o envolvimento dos
utilizadores com as coleções do museu, 6. REFLEXÕES CONCLUSIVAS
embora nunca tenham sido criados materiais Por um lado, o projeto Digital Kitambo foi bem-
temáticos específicos para os professores sucedido na obtenção de financiamento,
utilizarem nas suas salas de aula antes e formação de colaboradores e digitalização
depois das suas visitas ao museu. Após um parcial das coleções de arqueologia e
lançamento público e um impulso publicitário paleontologia da NMK. Estas realizações
(Oluoch, 2020), o site foi anexado ao site da contribuem para os esforços da NMKSP no
NMK em www.nmkearthsciences.org. O sentido de descolonizar o museu e
representam "um presente contemporâneo
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mais dinâmico" através das suas coleções humana. As comunidades que desconhecem
(Museus Nacionais do Quénia, 2006). Por os recursos naturais e culturais, às suas
outro lado, a superação das limitações das portas, dificilmente lhes atribuem valor
antigas técnicas de coleções e das normas de económico ou social.
informação, a continuação do processo para
O pronto acesso às coleções de um museu
além do ciclo de vida do financiamento e a
nacional, com oportunidades de criar as suas
melhoria do acesso público às coleções foi
próprias histórias a partir dos objetos
equívoca. O âmbito da digitalização, até este
digitalizados, pode proporcionar um sentido de
ponto, e a transição prevista da catalogação
propriedade e de pertença que é fortalecedor
analógica para formatos digitais na iniciativa
em lugares anteriormente colonizados.
Digital Kitambo é um modelo para um
Edward Said (1995), por exemplo, mostra que,
processo que poderia ser empreendido por
na historiografia dominante, as histórias
outros museus nacionais em toda a África e
negadas e reprimidas dos colonizados podem
fora dela. A NMK exemplifica os desafios e
ser recuperadas através de narrativas
oportunidades que muitas instituições
alternativas contadas por aqueles que foram
nacionais enfrentam em termos de
outrora oprimidos. Qualquer que seja o dia, o
circunstâncias económicas, estado das
parque de estacionamento exterior do NMK,
coleções e valor científico das mesmas (ver
em Nairobi, está cheio de autocarros à medida
também Baro, Oyeniran, & Ateboh, 2013; Eke,
que milhares de alunos de escolas de todo o
2011; Mutula, 2014). Fazer actualizações
país visitam o museu todos os anos. A
óbvias à infraestrutura da Internet, fontes de
importância de contar histórias sobre a história
energia estáveis e melhorar a capacidade
do Quénia, presente e futuro, numa
técnica dos colaboradores não será suficiente
perspectiva descolonizadora, não pode ser
para completar a digitalização das coleções do
subestimada para este público-alvo. Para que
património natural e cultural. Em vez disso, é
as crianças aprendam a história do seu país a
necessário um objetivo comum de
partir de uma perspectiva descolonizadora
digitalização, que satisfaça perspectivas
capacita-as a moldar tanto o seu futuro como
políticas e sociais díspares sobre o passado e
a si mesmas. Como repositório central do
atribua valor às coleções através da
património natural, cultural e artístico do país,
divulgação de informação que satisfaça as
a NMK está a contar as suas próprias histórias
prioridades nacionais presentes e futuras.
sobre a conquista, o colonialismo e os legados
A digitalização de arquivos é, por si só, uma duradouros destas histórias sobre a sociedade
ferramenta valiosa para a preservação das queniana contemporânea. O movimento
coleções nacionais para as gerações futuras, institucional completo do museu para a era
mas a divulgação de dados é um elemento digital continua a ser um processo contínuo e
crítico da preservação do património, pois negociado.
permite ao público compreender o valor dos
objetos e sentir-se investido na sua AGRADECIMENTOS
manutenção para as gerações futuras Gostaríamos de agradecer ao revisor anónimo
(Kamatula et al., 2013). A digitalização das e aos editores pelas suas sugestões úteis que
coleções dos museus é também importante melhoraram grandemente a qualidade deste
para prevenir a perda de espécies através de manuscrito. A National Research Foundation
esforços de conservação e manter registos of South Korea (Subvenção
diacrónicos precisos das distribuições #2013S1A5A8021512) apoiou o projeto-piloto
espaciais dos indexadores biológicos de Kitambo Digital. A investigação foi
(Berents, Hamer, & Chavan, 2010; Coetzer, conduzida com autorização do Gabinete do
2012; Meier & Dikow, 2004; Otieno, Njoroge, Presidente da República do Quénia
Agwanda, Gikungu, & Mauremooto, 2014). (autorização MOHEST 13/001/30C 220) e da
Mais tangivelmente, os lugares arqueológicos Comissão Nacional de Ciência, Tecnologia e
e petróglifos são continuamente ameaçados Inovação do Quénia (autorização
por projetos de desenvolvimento como o NACOSTI/P/17/99141/15232) em colaboração
LAPSSET e outras formas de invasão com os Museus Nacionais do Departamento
146
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de Ciências da Terra do Quénia. Estamos Bloszies, C., Forman, S. L., & Wright, D. K.
gratos a todo o pessoal da NMK neste (2015). Water level history for Lake Turkana,
departamento, bem como aos programas Kenya in the past 15,000 years and a variable
públicos e educação, pelas suas contribuições transition from the African Humid Period to
para a digitalização, divulgação e Holocene aridity. Global and Planetary
descolonização do património cultural do Change, 132, 64-76.
Quénia. O Departamento de História e doi:https://doi.org/10.1016/j.gloplacha.2015.06
Arqueologia da Universidade de Nairobi .006
acolheu Kristina como associada de
Borona, G. K. (2009). Strategic Change
investigação em 2017. Agradecimentos
Management at the National Museums of
especiais a Mwanzia Kyule na Universidade de
Kenya. (MBA), University of Nairobi, Master's
Nairobi pelo seu apoio ao Digital Kitambo;
Thesis, Nairobi. Retrieved from
John Munyiri e Karatu Kongoni Mwangi na
http://erepository.uonbi.ac.ke/
Secção de Arqueologia da NMK por terem
(D61/8728/2006)
percorrido a milha extra; a todos os
professores que participaram em grupos focais Bower, J. R. F., Nelson, C. M., Waibel, A. F., &
Richard Purves pelo seu trabalho no SIG; e Wandibba, S. (1977). The University of
Karen Levy pela sua hospitalidade e consultas Massachusetts' Later Stone Age/Pastoral
úteis enquanto estivemos em Nairobi. 'Neolithic' comparative study in Central Kenya:
An overview. Azania, 12, 119-146.
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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ABSTRACT
This article analyzes the Museo de Arte Contemporáneo (MARCO) of La Boca, Buenos Aires,
opened in 2018 as the city’s second museum to adopt the category of “contemporary”. Among
its objectives, it became central to create a space for experimentation, a laboratory where
artists could test material and conceptual conditions. At MARCO, the creative processes are
shown through open workshops, visits, exhibits, conferences, special events and educational
proposals. There’s also a residency program for artists from all over the country to create
artworks in situ, slightly merge the roles of artist and public since visitors affect the work of art
by their presence during production, while interaction is encouraged by not isolating or glass-
boxing (Wylie, 2020) the “laboratory” or experimental space from the exhibitionary complex,
but rather allowing the creation of a space for dialogue and discussion between artists, curators
and visitors (Meyer, 2011). Also, the museum encourages innovative formats of production and
display, highlighting collaborative work. If for Reinaldo Laddaga (2010) some contemporary
productions show fragments of the artists’ lives under controlled conditions, fabricating a
laboratory-like aesthetic, then MARCO can be defined as a contemporary museum-laboratory,
where experiments are performed with a naked eye to provide a more dialogical experience.
Keywords: Museums, MARCO, Cotemporary, Laboratory, Latin America
RESUMO
Este artigo analisa o Museu de Arte Contemporânea MARCO de La Boca, Buenos Aires,
inaugurado em 2018 como o segundo museu da cidade a adotar a categoria de
"contemporâneo". Entre os seus objetivos, tornou-se central a criação de um espaço de
experimentação, um laboratório onde os artistas pudessem testar as condições materiais e
conceptuais. No MARCO, os processos criativos são mostrados através de workshops
abertos, visitas, exposições, conferências, eventos especiais e propostas educativas. Existe
também um programa de residência para artistas de todo o país para que possam criar obras
de arte in situ, fundindo ligeiramente os papéis de artista e de público, uma vez que os
visitantes afetam a obra de arte pela sua presença durante a produção, enquanto que a
interação é encorajada por não estar isolada ou atrás de vidraças (Wylie, 2020), assim, o
"laboratório" ou espaço experimental do complexo expositivo, permite antes a criação de um
espaço de diálogo e discussão entre artistas, curadores e visitantes (Meyer, 2011). Além disso,
o museu incentiva formatos inovadores de produção e exposição, destacando o trabalho
colaborativo. Se para Reinaldo Laddaga (2010) algumas produções contemporâneas mostram
fragmentos da vida dos artistas em condições controladas, fabricando uma estética de
laboratório, então o MARCO pode ser definido como um museu-laboratório contemporâneo,
no qual experiências são realizadas à vista de todos proporcionando uma experiência mais
dialógica.
Palavras-Chave: Museus, MARCO, Contemporâneo, Laboratório, Latino América
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Monuments Law1 and had to be reconditioned Foundation’s art collection (owned by the
to create exhibition galleries and host the Cardenas family2).
The MARCO, officially opened in 2018, is Within its 700 square meters, the MARCO has
Buenos Aires’s second art museum to adopt two big exhibition galleries (Figure 2), spaces
the denomination of “contemporary” (the first is for residents, and a shop dedicated to
the MACBA – Museo de Arte Contemporáneo contemporary art publications, designed
de Buenos Aires, owned by Aldo Rubino 3 and objects and graphic artworks by famous
located in San Telmo, a neighborhood right Argentinian artists. The project imagined by the
next to La Boca). The use of the category of Tres Pinos Foundation was, fundamentally, to
contemporary in the name is indicative of the create a space for experimentation, a
relevance of that segment of the art scene to laboratory where artists could test material and
the Tres Pinos Foundation and can also be conceptual conditions and, that way, develop
explained in relation to the District of the Arts the already numerous collections of the
Project, a government program that aimed to Cadenas family, “… around 850 artworks,
gentrify the southern areas of the city of besides thousands of pieces of graphic art,
Buenos Aires (mainly, San Telmo and La drawings and reproductions” (Chatruc, 2019).4
Boca).
1 The Law #1227/06 determines the protection, 3 Aldo Rubino is an acclaimed collector and curator of
preservation, restauration, promotion, transmission and contemporary art (especially, Latin American and
administration of the city’s cultural patrimony, understood Argentine geometric abstraction). He is the Founder and
as a tool for social development and identity formation. The President of MACBA, was the manager director of Wells
public agency in charge of its application is the Ministry of Fargo Financial Advisors and is currently the managing
Culture of the City of Buenos Aires. director of Jeffries NY Financial Services.
2 Ricardo Cadenas, a renowned surgeon, and his wife 4 Traslated from Spanish to English by Jonathan Feldman:
Alicia started collecting in the 1980s and had acquired, by ““… unas 850 obras, además de miles de piezas de arte
the time of MARCO’s opening, more than 800 works of art. gráfico, dibujos y reproducciones” (Chatruc 2019, n/p).
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Figure 2 - Floor plan of the MARCO. From top to bottom: main floor and first floor 1
For example, the opening exhibition was books that refer to the random nature of
dedicated to Jorge Caterbetti, a contemporary creation.4 The materials used include paper,
artist who, although specializes in audiovisual canvas, etched glass, flexi glass, metal, wood,
productions, exercises a multidisciplinary insects and organic residue. As for the
practice. His works are conceptual and techniques, he presents burnt, drawn, knitted
frequently critique social and political realities and deconstructed books, installations,
through different techniques.2 At MARCO, he sculptures and videos (Figure 3).
presented “Errata”3, a series of intervened
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The MARCO laboratory would function through with metal chord (Figure 4). He made 7 holes
a diversity of strategies and actions in several to each brick (700 in total), forming a sort of
ways. First, “Collection in Dialogue”, a program language or music score. Inside the cube lays
that invites emerging artists to present or a painted egg, which color is similar to the brick
create artworks and exhibit them with pieces of structure, making it difficult to separate one
their choice by consolidated names already from the other.2 As for the other pieces, Chaile
part of the Cadenas Collection. For example, chose “Paisano con hornero” (Countryman
the second exhibition MARCO produced – with baker) by Berni and “Rua 1980” (Street
“Cosas que ojo no vio” (Things that the Eye did 1980) by Ferrari (Figure 5). The first is a small
not see) – was dedicated to Tucuman’s artist- hand painted egg that shows an image of two
in-residence Gabriel Chaile, whose artworks birds intertwined with a tree and forest in the
were in dialogue with Antonio Berni and León background, while the second is a heliographic
Ferrari’s.1 Chaile built “70 veces 7” (Seventy diazotype on paper from the series “Collection
times seven), a cube made from exposed photos and battles” that depicts a map of an
bricks attached to an internal metallic structure imaginary city
Figure 5 - From left to right: “Paisano con hornero” (Antonio Berni, n/d) and “Rua” (León Ferrari,
1980)
Secondly, the creation of “MARCO Arte Foco”, invites artists from all over the country to create
a program of workshops and residencies that artworks in situ. For this purpose, MARCO built
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1A description and visit to the workshops can be seen in Acebo (Buenos Aires), Guillaume Brisson-Darveau/NES
the following video: Artists Residency (Canada), Martín Fernández (San Juan),
https://www.facebook.com/watch/?v=101990930684450 Samantha Ferro (Córdoba), Alfredo Frías (Tucumán),
(06/07/2022). Bruno Del Giudice (Chaco), Agustín González Goytía
2 The Usina del Arte is located in a former power station (Tucumán), Andrés Lima (Chile), Ramiro Quesada Pons
from 1916, a building made by Italian architect Giovanni (Mendoza), Stefano Serretta (Italia), Javier Soria Vazquez
Chiogna. Its 15,000 square meters include music halls (Tucumán), Candela Soto (España) and Melisa Zulberti
(with a symphonic room for 12,000 people), a movie (Tandil).
theatre and several exhibition galleries. 4 In 2022, the Tres Pinos Foundation, which owns and
3 In 2018, the residents were Laura Ojeda Bar (Buenos manages the MARCO, opened a gallery named “Arte
Aires), Carlos Cima (Buenos Aires), Alfredo Dufour (San Foco” within the Museo Campo Cañuelas (also owned by
Juan), Matías Ercole (Buenos Aires), Cecilia Azniv Tres Pinos and located on the outsides of Buenos Aires),
Lutufyan (Salta), Carolina Martínez Pedemonte (Buenos dedicated to temporary exhibitions. Although the name
Aires), Mauricio Poblete (Mendoza) and María Sábato remains, the residencies are not part of the program.
(Buenos Aires). The following year, the list includes Gaspar
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These actions are complementary to the sense, Mary Anne Staniszewski studied the
exhibition programming and the collection of history of exhibitions at MoMA, and found
MARCO, but at the same time they stimulate installation display to be one of the most
conversations between different audiences effective tools for representing ideological
and expand the museum’s scope of action by perspectives, projecting an institutional image
going beyond its walls towards its to the public and building memory (or, more
surroundings. In this sense, these projects accurately, memories) (2001). The author
attract publics that would normally not visit a mentions an experimental phase of installation
museum but are interested in the display between the 1920s and 1960s, with
neighborhood’s history, thus having direct intense activity during the 1950s. She
social effects. identifies elements such as lighting, color of the
If considered together, these strategies serve walls and display structures (for instance,
the purpose of creating an image of Frederick Kiesler’s L and T types, the
contemporary art and contemporaneity under experiments of the art vanguards or even
specific terms and objectives. As Mary Anne Bayer’s architecture and furniture gallery) as
Staniszewski (2001) points out: “Exhibitions, main players in creating an institutional
like the artworks themselves, represent what presentation card (pp. 4-10).
can be described as conscious and
Another author that considers exhibitions as a
unconscious subjects, issues, and ideological
way of creating identities and representations
agendas” (p. xxii). When considered as
is Bruce Ferguson:
medium, exhibits also act as an interface
between spectators’ bodies and the artworks Exhibitions are publicly sanctioned
on display, as well as with the architecture of representations of identity, principally,
the space itself, under a specific political and but not exclusively, of the institutions
ideological frame of thought (Ferguson, 2005; which present them. They are
O’Neill, 2012). At a more general level, narratives which use art objects as
institutional programs like MARCO’s –not only elements in institutionalized stories
that are promoted to an audience (…)
exhibitions, but also public programs like
The “voices” heard within exhibitions—
guided visits, artists workshops or the “Taller the number and kind of dead artists,
de Libro Bomba”, as well as social-engaged the number and kind of women, the
projects like “Fantasmas en La Boca” – have kind and number of media, etc.—
the power to build identities, representations, to constitute a highly observable politics,
show –and hide– aspects of social culture and with representations as their currency
historical memory. and their measure of equality in a
democratic process (2005, p. 126)
This article will analyze how memories,
representations and identities are forged, and Ferguson considers exhibitions from a critical
how MARCO –part of a larger cultural network yet semiotic point of view, equating them to
expands in the south of the City of Buenos rhetoric, related to strategic systems of
Aires– partially permeates an otherwise representation. The author refers to the
hegemonic, centered, perspective creating an semiotic turn in the arts field as a partial point
effective laboratory of contemporaneity. of view, since treating art as a semiotic object
did not restructure the artwork’s status as a
2. EXHIBITIONS, REPRESENTATION AND special and autonomous experience. In this
CONTEMPORANEITY sense, the role of museums (and exhibitions in
general) has come into inquiry as these
Exhibitions and public programs have been a
institutions have the power to build public
privileged vehicle for art productions.
narratives and, thus, whoever controls their
Institutions carry on their mission and
agendas will have an upper hand in shaping
objectives through shows, workshops,
social identities. Ferguson explains that, for
conferences and visits, among other
these purposes, every resource available to
strategies. In doing so, they put forth a cultural
and at an exhibition (such as architecture,
construct aimed to build an image of
colors, lighting, labels, security structure,
themselves and of what they represent. In this
curatorial mediation, brochures and
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Figure 6 - Installation view of exhibition “Las teorías conspirativas de mi familia”, with works by
Carlos Cima
1 According to Erwin Panofksy (2003), Da Vinci and the sketched, the structural “map” can be transferred to
Renaissance artists invented the notion of perspective – another drawing to obtain the projected perspective (pp.
which was later technically perfected and simplified– as a 11-12). In other words, it is a system to create an illusory
way of negating the material surface of the painting, to plastic space: an intellectual and cultural construction,
make the artwork a “window to the world”, a transparent corresponding to a specific representation of the world at a
artifact of vision to “reality”. Specifically, the concept of certain time in history (Francastel, 1998, p. 154).
perspective can be defined, for Panofsky, as a geometrical 2 Please follow the link for a short video of the creative
construction produced by considering a visual center of process:
point, from which all figures and forms follow “visual rays” https://www.youtube.com/watch?v=MTHZVAAs7Q4
to determine their relative position and size/volume. Once (06/13/2022)
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Quesada Pons’s exhibit, called “La imagen made to look like spiders, with the head made
definitiva” (The definite image) is a site-specific with stone and the metallic legs nailing photos
installation conceived as the last part of a or digital paintings to the floor and walls, thus
trilogy of exhibitions began in 2017.1 The providing a connection to art history while
installation includes a few metallic sculptures updating its genres and styles (Figure 7).
Figure 7 - Installation view of exhibition “La imagen definitive”, with works by Ramiro Quesada
Pons
Finally, Ojeda Bar’s exhibit was called “Una es a multidisciplinary series of works that subvert
la medida del mundo” (One [self] is the certain categories of art (Figure 8). None of the
measure of the world)2 and it included pieces other residents had solo shows, but some of
the artists had made in the previous 10 years, them did participate in group shows and the
experimenting with media as well as materials. “Collection in dialogue” program.
The result was a heterogeneous aesthetic and
Figure 8 - Installation view of exhibition “Una es la medida del mundo”, with works by Laura
Ojeda Bar
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These three exhibitions share their defines contemporary art as “…that which
multidisciplinary nature in terms of materials emerges from within the conditions of
used, artistic languages presented and/or contemporaneity (…) but which projects itself
incorporating elements from other fields of through and around these, as an art of that
knowledge and even daily life. The references which actually is in the world, of what it is to be
to the art world and to the extra-artistic in the world, and of that which is to come”
intertwine and are transversal to the four (p.692). This view incorporates the idea of
shows. On the other hand, the program itself is using time differently, of a constant present.
aesthetically heterogeneous, with no Giunta (2014), a scholar who researches
hegemonic narrative or style. In this sense, the contemporary art from a South American
exhibitions and the artworks exemplify some of perspective, locates its first symptoms in some
the characteristics of contemporary art as experiences of the sixties, and, like Danto,
understood by authors like Arthur Danto speaks of a multiplicity of styles and times. The
(2009), Terry Smith (2006) or Andrea Giunta author affirms the modern regime is in crisis
(2014). and the drive of the present, of the immediate,
is hegemonic in current times. She also
Danto concentrates on the lack of “dominant
sustains the model of center and periphery has
narratives” and of a teleological perspective
become obsolete and invalid (p. 6).
after the Age of Manifestos –that is, modern
art– as characteristics of contemporary art. In The program of exhibitions at MARCO is of a
his view, the heterogeneity of styles is heterogeneous nature. As mentioned, all
accompanied by a different use of the past and shows by initial residents have experimented
the future: contemporary art, which with a multiplicity of materials, media and
appearance he locates in the 1960s, doesn’t disciplines. The second group, which
negate the past but reconfigures it, and doesn’t presented emerging artists in dialogue with
project the future as a lineal evolution. Terry consolidated names, was no different. Gabriel
Smith (2006) shares Danto’s view of Chaile’s show with Berni and Ferrari can be
contemporary art but adds the idea of the considered the first of the “Collections in
presence of a multiplicity of times with an Dialogue” series. It was followed by an exhibit
emphasis on the present. He uses some of Bruno Del Giudice, Agustín González Goytía
examples to illustrate the idea of several times and Lucrecia Lionti (Figure 9).1
coexisting in one same artwork and then
1
A video of the opening is available at the following link:
https://www.facebook.com/museomarcolaboca/videos/39
7204174299105 (06/13/2022).
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Figure 9 - Installation view of exhibition “Colección en diálogo”, with works by Bruno Del
Giudice, Agustín González Goytía and Lucrecia Lionti
Del Giudice built “Río’tsunami” (River’tsunami), social inequity, since people that work at La
an installation composed by two paintings Salada are under precarious employment
made with acrylic and spray paint on a canvas conditions.2 His work was displayed together
created with graphic ad paper, on a structure with Antonio Berni’s “Monte santiagueño”
built from recycled gas pipes from the area of (Santiago mountain), a quiet landscape that
La Salada1, the market the artist depicts in his acts as a counterpart to the noise in Del
paintings (Figure 10). The work references Giudice’s installation.
Figure 10 - “Río’tsunami” (Bruno del Giudice, 2019) and “Monte Santiagueño” (Antonio Berni,
n/d)
1 La Salada is a market built in 1991 on the outsides of the every day, yet its legal status is currently in a grey area,
city of Buenos Aires, in Ingeniero Budge (Lomas de since laws have been adapted to allow certain activities,
Zamora), by Bolivian immigrants. With a total surface of 20 but most products are still apocryphal. (Benecia &
hectares and around 6,600 shops, originally illegal, the Canevaro, 2017, pp. 176-178). Also, employment laws and
fair’s main products are apocryphal copies of main brands regulations are not followed, and complaints over labor
of clothing. Throughout the years, most shop owners exploitation were filled (“Rescatamos a 36 víctimas…”,
started paying taxes and the market’s management made 2018).
arrangements with the local governments to implement 2 Visit the following link to watch a video of the artist’s
specific socio-economic politics for the area. La Salada working process:
added two more properties to the main venue, and it is https://www.youtube.com/watch?v=7SEPvZ0jq0g
estimated that more than 20,000 people visit the market (06/13/2022).
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González Goytía produced “Variaciones sobre installation, the original painting is displayed
‘Álamo’ de Alfredo Gramajo Gutiérrez” next to González Goytía’s variations. The
(Variations on ‘Poplar Tree’ by Alfredo simultaneous presence of the original piece
Gramajo Gutiérrez, which is a series of two and the updated version creates an
canvases exhibited on a mirror that depict a intergenerational nexus and incorporates
daytime and a nighttime version of Gramajo González Goytía to a historiography of local
Gutiérrez’s work (Figure 11).1 In this art.
Figure 12 - “Muerte con abstracciones” (Lucrecia Lionti, 2019) and works by Carlos Alonso,
Miguel Ángel Vidal, Gyula Kosice and Enio Iomi
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It is relevant to point out that these shows Mauricio “La Chola” Poblete y Cristina Schiavi.
(Chaile’s and the group show) present the The list of artsits includes Tres Pinos
works of artists that participated in the Foundation’s residents and fellows, and also
residency program or received fellowships/aid artists that have had a relevant place in
from the Tres Pinos Foundation (that is Lionti’s contemporary art since the nineties (De Caro,
case). In contrast, “Trama Sinfónica” Masvernat, Millán and Schiavi) and are present
(Symphonic Weft) (Figure 13) confronts works at MARCO’s collection. The exhibition
by Luis Felipe Noé, one of the biggest names proposes a polyphonic web of visualities that
in argentine art since the 1960s with pieces converge and diverge through a variety of
made by Marina De Caro, Matías Ercole, materials and poetics. The starting point was
Agustín González Goytía, Mauro Koliva, Noé’s “Sin-fonía”, a painting stated in the
Catalina León, Lucrecia Lionti, Julia 1980s and resumed during the Covid-19
Masvernat, Mónica Millán, Alexis Minkiewicz, pandemic.
1 Traslated from Spanish to English by Jonathan Feldman: en el curso de realizar una operación sobre sí mismo. Lo
““Un artista se expone, pero no pretende que lo que que nos muestra no es tanto “la vida (o su vida) como es”,
exhibe sea su definitiva desnudez. Sabe que todos sino una fase de la vida (o de su vida) que se despliega en
sospechamos que eso no es posible. Tampoco se expone condiciones controladas” (Laddaga 2010, p.11).
en un trance cualquiera de su vida: un artista se expone
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1 Laddaga mentions that contemporary art is an presence in Brasil as well as Argentina, it promotes and
experience more similar to visiting an artist’s studio than to supports art projects and emerging artists from South
going to a modern museum (p. 11). At MARCO, the America. Since its creation, Fundación Melián has
workshops combine both instances, since visits while in organized exhibitions, has contributed to the realization of
production were allowed but the exhibitions opened at a artists’ projects, and has funded the participation of
separate space, a gallery close to the workshops/studios. galleries and artists in international events such as fairs
2 Fundación Melián de Arte y Cultura Latinoamericana (Context art Miami, Shganghai Art Fair, among others) and
(Melián Foundation of Latin American Art and Culture) was biennials.
born in 2011 in the city of Córdoba, Argentina (the second 3 A video is available at:
largest city in the country, after Buenos Aires), and it is a https://www.facebook.com/paseopedrodemendoza/videos
non-governmental non-profit private venture. With /362888810953631/ (06/13/2022).
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Lemes presented a series of photographs taken in private homes, thus reflecting intimate
where that deconstruct the notions of beauty, spaces and situations while recovering a
love and gender through transforming the certain performative element.
image of Venus (Figure 15). All photos were
Figure 15 - Installation view of exhibition “Venus perversa”, with works by Kenny Lemes
Minkiewicz reversions and deconstructs the reality and it lost its laurels, cart and reins
statute of the triumphant Republic that lays (Figure 16).2 The artist also highlights the
on top of the Congress building in Buenos colonial nature of the original monument,
Aires to symbolically move “The Republic” to built at the ends of the 19th century when
La Boca.1 The figure of the Lady Republic is Argentina’s political program was to re-
inverted: it hangs unstably from the ceiling, appropriate European culture and symbols
in order to point at the country’s present as its own.
1 It is relevant to point out that the inhabitants of the 2 The production process can be watched in the
neighborhood of La Boca refer to it as “The Republic of following video:
La Boca”. In a way, it describes the endogenic nature of https://www.youtube.com/watch?v=GnFzsMK2Rjs
the neighborhood, where new residents are often not (06/13/2022).
received in a welcoming manner.
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Figure 17 - Installation view of exhibition “Futuras cavernas”, with works by Ana Clara Soler
Cohen made seven swivel paintings, from bubble gum and ice cream to still life
allowing spectators to rotate the view of the and landscapes, and highlights how
artworks. The artist produced both pop and consumerism affects goods but also images
traditional pieces, with themes that range (Figure 18).2
Stoppani and Legavre’s show is an sixties (when he was still part of the pop
anthology of these representatives of generation gathered at the Di Tella Institute)
geometrical and pop art that includes some and materialized especially for “From Paris
works conceived by Stoppani during the to Buenos Aires” (Figure 19).3
3
1 Follow this link for a video of the exhibition: The creative process can be watched in the following
https://www.youtube.com/watch?v=NtTT1wBKSSI video:
(06/13/2022). https://www.facebook.com/museomarcolaboca/videos
2 A video of the show is available here: /611262256468075/ (06/13/2022).
https://www.facebook.com/museomarcolaboca/videos/
611262256468075/ (06/13/2022).
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Lastly, Landet intervenes the entire gallery Some strategies she found include
with installations created after a long incorporating laboratories with glass walls,
process of research and resignification of staging demonstrations of experiments,
images, words and even sounds. Paintings, offering academic or expert-led talks and
drawings and collages were placed not just visits and making storage rooms visible.
on the walls, but also in wooden structures Although an improvement from black-
made by the artist, including a desk, boxing, Wylie believes these strategies still
counters and a big open-building-like include a performance of sorts, since there’s
installation with ramps and halls that publics still some separation between the lab
could wander around.1 workers and museum visitors and, in some
cases, little understanding of the actual
3. CONTEMPORARY EXPERIMENTS: processes:
EXPANDING A DE-CENTERED VIEW
Unlike the productions made by artists in Scientific practice is glass-boxed in
two ways in glass-walled labs. First,
residence at the workshops offered by
the lab’s work is rarely effectively
MARCO, the pieces for the third type of explained (...) Lab workers put up
shows are made in the artists’ studios. In this text panels and homemade signs
sense, the museum “black boxes” the around the lab to describe the lab’s
experimental character of the artworks by work, but making sense of these
not allowing audiences to see the laboratory, signs is left to the visitors. Second,
the creative process. This disconnection the lab’s work is performed,
meaning that it is edited, selected,
between experiments and display was
and otherwise changed from how
pointed out by Caitlin Donahue Wylie (2020) the same tasks would be done
when referring to certain museums, the behind the scenes. Fishbowl lab
author mentions Latour, who affirms “Black workers do not act out scientific work
boxes contain unknown, unquestioned purely for the public; they conduct
processes that transform inputs into outputs” legitimate, authentic contributions to
(Latour, cit. in Wylie, 2020, p. 619). For knowledge construction. But this
work is intended for public
Wylie, museums perpetuate this behavior by
witnessing (p. 623)
not showing the processes and workers that
lead to the objects/facts/works they display At MARCO, the second and third types of
(p. 621). In contrast, she analyzes examples exhibitions mentioned above are examples
of institutions that “glass box” their of black-boxing, although the objectives and
experimental practices, thus permitting the experiences at art museums are different
public to watch the people, materials, than that of science museums. In other
processes that make research possible. words, art exhibitions –and art museums in
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general– don’t always have the need to MARCO is populated by objects that “…
explain artworks, but do share with science perform work (like a microscope), objects
museums the desire to create a pleasant that display and explain work (like models
experience for visitors, to make them feel used for demonstrations), and objects that
welcome, to make their programs accessible focus and frame attention on the
and understandable for large audiences. performance and explanation of work
Wylie also mentions museums, even when (posters and information boards, signs)” (p.
they display experiments in glass-boxes “… 266). The exhibits shown at MARCO have
practice the art of omission (…) Glass- transformative potential because they foster
boxing, therefore, presents a view of science these dialogues, these exchanges, these
that differs from backstage science: it is experiences.
selective and self-conscious” (pp. 629-630).
Furthermore, the MARCO museum opens
Art museums plan their display strategies,
up to its community through various actions:
select artworks (therefore, leave aside other
first, visits, conferences and education
productions) and edit information. They are,
programs. Second, through special projects
in fact, selective and self-conscious.
like the “Taller de Libro Bomba”, where kids
Contrary to this definition, the workshops at are invited to produce their own books, or
MARCO function as artist studios: visitors organizing visits to the neighborhood (like
can interact with the artists; they can affect with the program “Fantasmas en La Boca”).
their production by asking questions, making This openness, this needs to go beyond the
observations or simply being there. There walls of the museum and reach out to the
are no separations or glasses inside these community changes the traditional role of
spaces (although the studios themselves museums as temples, as places of rituality,
have glass windows that overlook the street of contemplation, spaces that exist outside
and allow passersby to see the work just like of daily –mundane– life. In this line, it is also
a glass-boxed gallery). In this sense, it is relevant to consider the architecture of
similar to what Morgan Meyer (2011) MARCO as part of its project. In this sense,
identifies at museums like the Deutsches Carol Duncan (2007 [1995]) and Michaela
Museum, where they built the open research Giebelhausen (2006) have pointed out the
laboratory, that “… carries out and shows relevance of architecture in museums.
‘live’ research in the field of nanotechnology. Duncan considers museums to be places
The aim of this laboratory is fivefold: the where certain rituals are performed, and the
presentation, explanation, display and purpose is to mold human behavior. In her
discussion of nanotechnology, as well as view, museums are like temples because
carrying out research activities” (p. 262). they require the same type of liminal
Meyer explains how the museum shows attention (to differentiate artworks from other
research in the making and, that way, type of productions and contemplate them
involves the public in the conversation. Also, as such) and the same kind of performativity
since the lab belongs to a university (bodies moving and acting in a specific way
research institute, there’s also an education –for instance, no eating is allowed–, different
program where students and researchers from how they normally move and act). In
can interact, ask questions and even change her view, architecture can affect the way that
the work being done. The open laboratory, ritual is performed because it creates
for Meyer, is an instance of dialogue and meaning (for instance, if the building looks
experience, where processes are more like a Greek temple, its contents will have an
important than results. In this sense, aura of sacredness). Giebelhausen, on her
MARCO’s workshops and residencies allow part, considers museum architecture as a
conversations between the artists, the determinant factor in terms of viewing
public, curators and other museum conditions, thus affecting visitor experience
professionals such as educators, and identitary representations (p. 42). The
conservators, historians and display author believes architecture can change the
designers. Just like the Deutsches Museum, way artworks are experienced, the way the
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1 Since the Covid-19 pandemic, MARCO has expanded art galleries, and has produced video content regarding
its digital presence to reach out to audiences and has the neighborhood, its buildings, attractions and history.
implemented other programs to interact with the local In terms of social interactions, the program “After”
community. In this respect, some of the strategies provides audiences with the possibility of combining
created by the museum are: artists’ talks known as drinks in the café with a guided visit through the
“MARCO en casa” (“Marco at home”) –presented as museum, during the evening of each Friday. Finally,
online video formats–, a weekly podcast with guests MARCO has developed “Ensayo para una obra futura”
(artists, gallerists and curators) from the local art scene, (“Rehersal for a future play”), an online series of
“Tramas del arte” (“Art Webs”) –a series of short audios theatrical experiments based on improvisation and
where a critic, curator or art historian presents a specific coordinated by the theatre company La Bomba de
topic (for example, “electronic arts”, “pop art”, etc.)–; Humo (The Smoke Bomb). Some videos of these
and “Diccionario contemporáneo” (“Contemporary experiences can be found in the following link:
Dictionary”), a program of Facebook stories that define https://www.facebook.com/museomarcolaboca/videos/
specific formats, disciplines or aspects of contemporary ?ref=page_internal (06/13/2022).
art (some of the definitions included “installation art”, 2 An indicator of the relevance of the City of Buenos
“land art”, “performance”). Also, the museum has been Aires in terms of art scene, finances, production,
included in guided visits to cultural spaces of La Boca employment, etc. is that the rest of the provinces are
provided by Meridiano, an association of contemporary referred to as “the interior of the country”.
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and established artists, an agency that aims the district (for instance, P.O.P.A, Munar,
to incorporate the younger creators to a Barro, Quadro, Constitución, Isla Flotante)
certain historiography, making their to complement museums and foundations
productions relevant within the field, adding like PROA and Benito Quinquela Martín.
value and importance to them. Also, the city government built, in 2011, the
“Usina del Arte” a few meters away from
In reference to the exhibition displays,
MARCO.
although the gallery is mostly organized
around the white cube –that is, the aseptic The inclusion of the contemporary art
homogeneous display of most modern museum within the cultural scene of
museums– it also adapts to a variety of southern Buenos Aires can be seen as a
projects and changes its organization to strategy to elevate the city’s image to that of
meet contemporary needs. Some of the global capitals of the world, where art and
shows included technological devices that culture are seen as indicators of a country’s
require specific conditions (for instance, development. However, this territorial
videos need a dark space) and others were insertion –including MARCO’s expansive
site-specific (artworks thought and executed actions towards its surroundings and the La
for a specific space that often need certain Boca community– can also be viewed as a
spatial conditions from the gallery as well). relative rupture of hegemonic narratives,
There were also experiences in which the since it is a way to incorporate marginal,
gallery space wasn’t imperative for the alternate, de-centered stories and
development of the show (like the in situ representations to a contemporary art
walkthroughs at the residents’ workshops), museum. In this sense, it complements the
and others were the museum left its walls for exhibition program, especially those projects
projects that involved the community (such where emerging art and its context of
as “Fantasmas en La Boca”). production (mainly, the residents’ workshops
Finally, it is relevant to highlight that MARCO and the dialogues with the collection). These
was created in the context of the “District of are two actions that promote a different type
the Arts” project, a government-built plan to of museum, that produce counter-
gentrify the southern areas of the city. La hegemonic agencies and disrupt, that can
Boca is a neighborhood next to the Río de la create a “… more experimental, less
Plata (the Silver River) characterized by its architecturally determined…” museum that
port and industrial activities and its offers “a more politicized engagement with
proletarian –working– class: “Its our historical moment” (Bishop, 2013, p.6).
precariousness and public services and Even though MARCO projects an image of
infrastructure deficiencies (pavement, contemporaneity somewhat global, it also
lighting, gas and water networks) and the provides exists, pores, where another kind of
abundance of rent homes made of representation shyly appears: a space
corrugated sheet of metal, wood and iron where, like Claire Bishop mentions, there’s a
known as conventillos are some distinctive dialectical contemporaneity, a
features of the place”1 (Thomasz, 2016, p. methodological, political approach to art and
153). The project of the “District of the Arts”, its circuits. As such, through its experiments
developed in 2012, was thought to urbanize and expansion, MARCO positions itself as a
and improve these areas by providing tax true laboratory of contemporaneity.
exemptions and benefits to persons,
foundations, business and companies that 4. CONCLUSIONS
wanted to build cultural and artistic spaces. The Museum of Contemporary Art of La
In a short amount of years, many Boca (MARCO), founded by Tres Pinos and
commercial galleries moved or opened at opened in 2018, offers a program of
1 Translated from Spanish to English by Jonathan de inquilinato de chapa acanalada, madera y hierro
Feldman: “La precariedad y deficiencia de sus servicios conocidas como conventillos, son algunos rasgos
públicos e infraestructura (pavimentación, iluminación, distintivos del lugar” (Thomasz 2016, p.153).
redes de gas, agua, y otras) y la abundancia de casas
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exhibitions, residencies and actions that can cycle “Fantasmas en La Boca”, which
be defined as a laboratory of proposed visits to different sites of the
contemporaneity. Through various neighborhood to discuss urban legends.
agencies, the museum –like all art These two actions open up the walls of the
institutions– builds images and institution to connect with the local
representations that follow certain community. They complement MARCO’s
ideological agendas and frame identities place within the art scene of southern
(Staniszewski, 2001). In the specific case of Buenos Aires and its bonds with other
MARCO, that image of contemporaneity is institutions, commercial galleries and
based on accepted characteristics of cultural projects opened as part of the
contemporary art, such as its heterogeneity “District of the Arts” program. These actions
and multidisciplinary nature (Smith, 2006; describe an agency that aims to integrate a
Danto, 2009; Giunta, 2014), and yet there is centered definition of contemporary art and
also some permeability towards de-centered its link to urban development with non-
narratives. hegemonic narratives to make the museum
a politicized space that looks at social issues
The exhibition program defines a clear
and attempts to have effects in their
strategy with three types of shows: artists
community.
that participated in MARCO’s residency
To complement this objective, the artists
program (“Arte Foco”) showing their
selected to show at MARCO come from a
productions (made in situ at the workshops),
variety of provinces and their artwork, their
emerging artists –most of whom received
experiments, are heterogeneous in terms of
funding or where residents at Tres Pinos
materials, disciplines, concepts, ways of
Foundation– in dialogue with established
producing and, especially, narratives. The
creators that belong to the collection; and
representations they build, the stories they
mid-career and emerging artists invited to
tell have a de-centering effect on local art
experiment with materials, ideas, ways of
history and, at the same time, make the
producing, etc. These strategies have the
newer, more emerging artists part of that
purpose of establishing an experimental
historiography. The dialogues between
institution and position it as a relevant agent
emerging and established creators are a
within the local art scene.
way to shift narratives, to methodologically
In the case of artists in residence, MARCO test the limits of the accepted and attempt a
provides a working space as well as a contemporaneity that’s dialogical (Bishop,
window to show their productions: the 2013), that contests hegemonic
artworks are made on site and audiences representation.
can not only see what artists do, but also be To this respect, it is also relevant to mention
a part of its making, affecting their display techniques at MARCO: even though,
production. In this sense, the strategy is not as mentioned before, the museum galleries
to glass-box creation, but rather to make it are generally organized as “white cubes”
accessible, visible, for the public, to show the (O’Doherty, 2011), the displays and
processes and the workers (Wylie, 2020). curatorial formats adapt to different projects
Thus, the experience is similar to a studio and artworks, permeating the aseptic,
visit, where passersby can get involved in ideologically modern space. Moreover, the
artistic production and build a conversation workshops –much like studios– are spaces
with artists, curators, museum professionals where meaning is contested because of the
(such as educators), etc.; in other words, to audience’s presence and the interaction
function as an open laboratory (Meyer, between them and artists, curators, etc. In
2011). other words, the synchronicity of all these
As part of the efforts to expand the museum, actors (and the passersby that can see the
MARCO organized activities such as the production process from the streets though
“Taller de Libro Bomba”, a workshop for kids the windows of the workshops) enhance the
to manufacture their own books, and the contingent nature of the space.
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All of these strategies, programs and actions scale, we are interested in institutions,
make MARCO a true laboratory of scenes, exhibitions and other curatorial
contemporaneity, where art meets dispositifs such as publications, festivals,
community to experiment with the fairs, digital projects, etc. that enable
representations, the images, of today and transformations in their production and
tomorrow. circulation methods and formats. We aim to
The museums of the future will have a strong study the emerging and experimental art
digital and social presence and will meet the productions of the present and future from
publics’ demands of experimental, an interdisciplinary perspective, focusing on
collaborative and inclusive art. Thus, they their ability to build imaginaries,
will contribute to expand accessibility, as representations and identities and –
well as promote new interdisciplinary especially– on those experiences that make
formats and concepts, in the arts field. the creative processes visible, palpable, to
Institutions that aim to incorporate publics and which include audiences in the
experimental and emerging art can offer behind-the-scenes.
alternative narratives and visualities by REFERENCES
shifting the context/situation in which they Benecia, R. & Canevaro, S. (2017).
present certain artworks. Some “Migración boliviana y negocios. De la
recommended actions include: 1- fostering discriminación a la aceptación. La Salada
intergenerational dialogues between artists; como fenómeno social” (“Bolivian migration
2- facilitating exchanges with their publics by and business. From discrimination to
exhibiting the creative process and not acceptance. La Salada as social
glass-boxing or separating production phenomenon”). REMHU: Revista
instances or organizing visits to studios, Interdisciplinar da Mobilidade Humana,
workshops, conferences and talks to 25(49), 175-196. DOI:
integrate art professionals with audiences; http://dx.doi.org/10.1590/1980-
3- re-organizing their digital presence to 85852503880004910 (06/06/2022)
allow live and offline interaction as well as
formative trajectories; 4- enabling artistic Bishop, C. (2013). Radical Museology. Or,
exploration of materials, disciplines, etc. by What’s ‘Contemporary’ in Museums of
providing space and resources; 5- including Contemporary Art?. Koenig Books
creators from the so-called “peripheries”
Chatruc, C. (2019, September 26). El
(understood in terms of global and local
MArCo, un museo que pone a la República
center-periphery relations); and, 6-
patas para arriba (The MArCo, a museum
expanding their scope of action by creating
that puts the Republic upside down). La
projects specifically designed for a given
Nación Cultura, n/p.
community. Also, changing or updating
https://www.lanacion.com.ar/cultura/el-
exhibition designs will allow museums and
marco-museo-pone-republica-patas-arriba-
other institutions to incorporate
nid2291584/ (02/21/2022)
contemporary, interdisciplinary and dynamic
art formats. Moreover, it will help build varied Danto, A. (2009). Después del fin del arte. El
and diverse connections between artworks, arte contemporáneo y el linde de la historia
artists and their contexts, and even (After the end of Art). Paidós
modifying the understanding of social and
historical phenomena. Duncan, C. (2007). Rituales de civilización
(Civilizing rituals. Inside the public museum).
As for our research, museum and curatorial Nausícaa
studies are still fecund fields to explore,
especially in Latin America. In the case of Ferguson, B. (2005). Exhibition rhetorics in
MARCO, there are still strategies to be found R. Greenberg, B. Ferguson and S. Nairne
and implemented, some of them already in (Eds.), Thinking about exhibitions (pp. 126-
progress, which will be relevant and 136). Routledge
pertinent to analyze in the future. At a larger
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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RESUMO
Este artigo analisa o Museu de Arte Contemporânea MARCO de La Boca, Buenos Aires,
inaugurado em 2018 como o segundo museu da cidade a adotar a categoria de
"contemporâneo". Entre os seus objetivos, tornou-se central a criação de um espaço de
experimentação, um laboratório onde os artistas pudessem testar as condições materiais e
conceptuais. No MARCO, os processos criativos são mostrados através de workshops
abertos, visitas, exposições, conferências, eventos especiais e propostas educativas. Existe
também um programa de residência para artistas de todo o país para que possam criar obras
de arte in situ, fundindo ligeiramente os papéis de artista e de público, uma vez que os
visitantes afetam a obra de arte pela sua presença durante a produção, enquanto que a
interação é encorajada por não estar isolada ou atrás de vidraças (Wylie, 2020), assim, o
"laboratório" ou espaço experimental do complexo expositivo, permite antes a criação de um
espaço de diálogo e discussão entre artistas, curadores e visitantes (Meyer, 2011). Além disso,
o museu incentiva formatos inovadores de produção e exposição, destacando o trabalho
colaborativo. Se para Reinaldo Laddaga (2010) algumas produções contemporâneas mostram
fragmentos da vida dos artistas em condições controladas, fabricando uma estética de
laboratório, então o MARCO pode ser definido como um museu-laboratório contemporâneo,
no qual experiências são realizadas à vista de todos proporcionando uma experiência mais
dialógica.
Palavras-Chave: Museus, MARCO, Contemporâneo, Laboratório, Latino América
ABSTRAC
This article analyzes the Museo de Arte Contemporáneo (MARCO) of La Boca, Buenos Aires,
opened in 2018 as the city’s second museum to adopt the category of “contemporary”. Among
its objectives, it became central to create a space for experimentation, a laboratory where
artists could test material and conceptual conditions. At MARCO, the creative processes are
shown through open workshops, visits, exhibits, conferences, special events and educational
proposals. There’s also a residency program for artists from all over the country to create
artworks in situ, slightly merge the roles of artist and public since visitors affect the work of art
by their presence during production, while interaction is encouraged by not isolating or glass-
boxing (Wylie, 2020) the “laboratory” or experimental space from the exhibitionary complex,
but rather allowing the creation of a space for dialogue and discussion between artists, curators
and visitors (Meyer, 2011). Also, the museum encourages innovative formats of production and
display, highlighting collaborative work. If for Reinaldo Laddaga (2010) some contemporary
productions show fragments of the artists’ lives under controlled conditions, fabricating a
laboratory-like aesthetic, then MARCO can be defined as a contemporary museum-laboratory,
where experiments are performed with a naked eye to provide a more dialogical experience.
Keywords: Museums, MARCO, Cotemporary, Laboratory, Latin America
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O MARCO, inaugurado oficialmente em 2018, No interior dos seus 700 metros quadrados, o
é o segundo museu de arte de Buenos Aires a MARCO tem duas grandes galerias de
adoptar a denominação "contemporâneo" (o exposições, espaços para residentes, e uma
primeiro foi o MACBA - Museo de Arte loja dedicada a publicações de arte
Contemporânea de Buenos Aires, propriedade contemporânea, objetos de design e obras de
de Aldo Rubino3 e localizado em San Telmo, arte gráfica de famosos artistas argentinos. O
um bairro mesmo ao lado de La Boca). O uso projeto imaginado pela Fundação Três Pinos
da categoria contemporâneo no nome é visou, fundamentalmente, criar um espaço de
indicativo da relevância desse segmento da experimentação, um laboratório onde os
cena artística para a Fundação Três Pinos, e artistas pudessem testar as condições
pode ser explicado em relação ao Projeto materiais e conceptuais e, dessa forma,
Distrito das Artes, um programa desenvolver a já numerosa colecção da família
governamental que visava a gentrificação das Cadenas, "... cerca de 850 obras de arte, além
zonas meridionais da cidade de Buenos Aires de milhares de peças de arte gráfica,
(principalmente, San Telmo e La Boca). desenhos e reproduções"4 (Chatruc, 2019).
1 A Lei #1227/06 determina a proteção, preservação, 3 Aldo Rubino é um aclamado colecionador e curador
restauro, promoção, transmissão e administração do da arte contemporânea (especialmente da abstração
património cultural da cidade, entendido como um geométrica latino-americana e argentina). É o fundador
instrumento de desenvolvimento social e de formação e presidente da MACBA, foi diretor-geral da Wells
de identidade. O organismo público responsável pela Fargo Financial Advisors e é atualmente o diretor-geral
sua aplicação é o Ministério da Cultura da Cidade de da Jeffries NY Financial Services.
Buenos Aires. 4 Traduzido de espanhol para o português pelo Vanda
2 Ricardo Cadenas - um cirurgião reconhecido - e a sua Maria Gonçalves de Sousa: “… unas 850 obras,
esposa, Alicia, começaram a colecionar nos anos 80 e además de miles de piezas de arte gráfico, dibujos y
tinham adquirido, na altura da abertura de MARCO, reproducciones” (Chatruc, 2019).
mais de 800 obras de arte.
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Figura 2 - Plano do piso térreo do MARCO. De cima para baixo: andar principal e andar
superior
Por exemplo, a exposição de abertura foi "Errata"3, uma série de livros intervencionados
dedicada a Jorge Caterbetti, um artista que se referem à natureza aleatória da
contemporâneo que, embora especializado criação.4 Os materiais utilizados incluem
em produções audiovisuais, exerce uma papel, tela, vidro gravado, vidro flexi, metal,
prática multidisciplinar. Os seus trabalhos são madeira, insetos e resíduos orgânicos. Quanto
conceptuais e frequentemente críticos de às técnicas, apresenta livros, instalações,
realidades sociais e políticas através de esculturas e vídeos queimados, desenhados,
diferentes técnicas. 2 No MARCO, apresentou tricotados e desconstruídos (Figura 3).
Figura 3 - Vistas das instalações da exposição “Errata”, com trabalhos de Jorge Caterbetti
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Este laboratório funcionaria através de uma buracos em cada tijolo (700 no total), formando
diversidade de estratégias e ações: primeiro, uma espécie de linguagem ou partitura
"Coleção em Diálogo", um programa que
musical.2 No interior do cubo, colocou um ovo
convida os artistas emergentes a apresentar
ou criar obras de arte e exibi-las com peças da
pintado, cuja cor era semelhante à da estrutura
sua escolha juntamente com obras de nomes de tijolo, o que dificultava a separação um do
reconhecidos que já fazem parte da Coleção outro. Quanto às outras peças, Chaile escolheu
Cadenas. Por exemplo, a segunda exposição "Paisano con hornero" (Vereador com padeiro)
MARCO produzida - "Cosas que ojo no vio" de Berni e "Rua 1980" (Rua 1980) de Ferrari. A
(Things that the Eye did not see – Coisas que primeira é um pequeno ovo pintado à mão que
o olho não vê) - foi dedicada ao artista
mostra uma imagem de dois pássaros
residente Gabriel Chaile, de Tucuman, cujas
obras de arte dialogavam com as de Antonio entrelaçados com uma árvore e floresta ao
Berni e León Ferrari.1 Chaile construiu "70 fundo, enquanto a segunda é um diazótipo
veces 7" (Setenta vezes sete), um cubo feito heliográfico, em papel, da série "Fotos e
de tijolos expostos, ligado a uma estrutura batalhas da coleção" que retrata o mapa de uma
metálica interna com acorde metálico. Fez 7 cidade imaginária.
Figura 4 - “70 vezes 7” (Gabriel Chaile, 2018)
Figure 5 - Da esquerda para a direita: “Paisano con hornero” (Antonio Berni, s/d) e “Rua” (León
Ferrari, 1980)
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1 São aqui apresentadas uma descrição e visita às Juan), Matías Ercole (Buenos Aires), Cecilia Azniv
oficinas: Lutufyan (Salta), Carolina Martínez Pedemonte (Buenos
https://www.facebook.com/watch/?v=101990930684450 Aires), Mauricio Poblete (Mendoza) e María Sábato
(06/07/2022). (Buenos Aires). No ano seguinte, a lista incluiu Gaspar
2 A Usina del Arte está situada numa antiga central Acebo (Buenos Aires), Guillaume Brisson-Darveau/NES
eléctrica de 1916, um edifício feito pelo arquiteto italiano Residência de Artistas (Canadá), Martín Fernández (San
Giovanni Chiogna. Os seus 15.000 metros quadrados Juan), Samantha Ferro (Córdoba), Alfredo Frías
incluem salas de música (com uma sala sinfónica para (Tucumán), Bruno Del Giudice (Chaco), Agustín González
12.000 pessoas), uma sala de cinema e várias galerias de Goytía (Tucumán), Andrés Lima (Chile), Ramiro Quesada
exposições. Pons (Mendoza), Stefano Serretta (Itália), Javier Soria
3 Em 2018, os residentes eram Laura Ojeda Bar (Buenos Vazquez (Tucumán), Candela Soto (Espanha) e Melisa
Aires), Carlos Cima (Buenos Aires), Alfredo Dufour (San Zulberti (Tandil).
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1 Segundo Erwin Panofksy (2003), Da Vinci e os artistas Uma vez esboçado, o "mapa" estrutural pode ser
da Renascença inventaram a noção de perspectiva - que transferido para outro desenho para obter a perspectiva
mais tarde foi tecnicamente aperfeiçoada e simplificada - projectada (pp. 11-12). Por outras palavras, é um sistema
como uma forma de negar a superfície material da pintura, para criar um espaço plástico ilusório: uma construção
para fazer da obra de arte uma "janela para o mundo", um intelectual e cultural, correspondente a uma representação
artefacto transparente de visão para a "realidade". específica do mundo num determinado momento da
Especificamente, o conceito de perspectiva pode ser história (Francastel, 1998, p. 154).
definido, para Panofsky, como uma construção geométrica 2 Um pequeno vídeo que mostra o processo criativo está
produzida considerando um centro de ponto visual, a partir disponível aqui:
do qual todas as figuras e formas seguem "raios visuais" https://www.youtube.com/watch?v=MTHZVAAs7Q4
para determinar a sua posição relativa e tamanho/volume. (06/13/2022)
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Fonte: Imagem gentilmente cedida por Paseo de las Artes Pedro Mendoza
A exposição de Quesada Pons, chamada "La aranhas, com a cabeça feita com pedra e as
imagen definitiva" (A imagem definitiva) é uma pernas metálicas pregadas. com fotografias ou
instalação site-especifica concebida como a pinturas digitais no chão e nas paredes,
última parte de uma trilogia de exposições proporcionando assim uma ligação à história
iniciada em 20171. A instalação inclui algumas da arte ao mesmo tempo que atualiza os seus
esculturas metálicas feitas para parecerem géneros e estilos (Figura 7).
Figura 7 - Vista da instalação da exposição “La imagen definitiva” (A imagem definitiva), com
trabalhos de Ramiro Quesada Pons
1 Um vídeo do trabalho em curso pode ser encontrado acidental) na Galeria Miranda Bosch em 2018. Para mais
aqui: https://www.youtube.com/watch?v=MICKbrdFCPc informações sobre a trilogia, visite:
(06/13/2022). As outras duas mostram parte desta trilogia https://www.youtube.com/watch?v=1Tm0Rrj_BRM
são "La imagen real" (A imagem real) na Bienal de Arte (06/13/2022).
Jovem em 2017, e "La imagen acidental" (A imagem
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do mundo)1 e incluía peças que os artistas subvertem certas categorias de arte (Figura 8).
tinham feito nos 10 anos anteriores, Nenhum dos outros residentes tinha
experimentando tanto meios como materiais. exposições a solo, mas alguns deles
O resultado foi uma estética heterogénea e participaram em exposições coletivas e no
uma série multidisciplinar de obras que programa "Colecção em diálogo".
Figura 8 - Vista das instalações da exposição “Una es la medida del mundo”, (Um [self] é a
medida do mundo) com trabalhos de Laura Ojeda Bar
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Del Giudice construiu "Río'tsunami" desigualdade social, uma vez que as pessoas
(Rio'tsunami), uma instalação composta por que trabalham em La Salada têm condições
duas pinturas feitas com tinta acrílica e spray precárias de emprego. A obra foi exposta
sobre uma tela criada com papel publicitário juntamente com o "Monte santiagueño" de
gráfico, sobre uma estrutura construída a partir Antonio Berni (Montanha de Santiago), uma
de tubos de gás reciclado da zona de La paisagem tranquila que atua como
Salada2, o mercado que o artista retrata nas contrapartida ao barulho na instalação de Del
suas pinturas. A obra faz referência à Giudice.
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Figura 10 - Vista da instalação da exposição “Río’tsunami” (Rio Tsunami) (Bruno del Giudice,
2019) e “Monte Santiagueño” (Monte Santiago) (Antonio Berni, s/d)
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É relevante salientar que estas exposições Cristina Schiavi. A lista de artistas, presentes
(Chaile's e a exposição coletiva) apresentam na coleção, do MARCO inclui os residentes e
as obras dos artistas que participaram no bolseiros da Fundação Três Pinos, e também
programa de residência ou receberam artistas que têm um lugar relevante na arte
bolsas/financiamento da Fundação Tres Pinos contemporânea desde os anos noventa (De
(é o caso de Lionti). Em contraste, "Trama Caro, Masvernat, Millán e Schiavi). A
Sinfónica" (Symphonic Weft – Trama exposição propõe uma teia polifónica de
Sinfónica) confronta obras de Luis Felipe Noé, visualidades que convergem e divergem
um dos maiores nomes da arte argentina através de uma variedade de materiais e
desde os anos 60, com peças de Marina De poéticas. O ponto de partida foi o "Sin-fonía"
Caro, Matías Ercole, Agustín González Goytía, (Sinfonia) de Noé, uma pintura datada da
Mauro Koliva, Catalina León, Lucrecia Lionti, década de 1980 e retomada durante a
Julia Masvernat, Mónica Millán, Alexis pandemia de Covid-19.
Minkiewicz, Mauricio "La Chola" Poblete y
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são incluídos numa história canónica de arte e simultaneamente e produzem in situ nos
a instituição posiciona-se como um ator ateliês2, experimentam a utilização de
importante no campo da arte contemporânea. materiais e meios, com a recontagem/reversão
da tradição e da história (não só da arte, mas
Ao mesmo tempo, as obras de arte expostas
também da história nacional e mundial) e
nestas exposições descrevem experiências
mesmo com a sua própria relação com outros
feitas para o MARCO: são específicas do local
artistas -nomeadamente, da colecção Três
e do tempo, e os artistas produzem como se
Pinos. A maioria das exposições são
estivessem num laboratório, com uma lógica
concebidos como colaborações (seja com
de tentativa e fracasso: experimentam
outros artistas e instituições ou com curadores,
materiais, temas, tradições, percepção. Neste
por exemplo) e emergem da apresentação de
sentido, é relevante recordar a definição de
partes das suas vidas, mas também tendo em
arte atual (contemporânea) de Reinaldo
consideração o público.
Laddaga:
O terceiro tipo de exposições no MARCO é
Um artista se expõe, mas não finge dedicado aos artistas - na sua maioria,
que o que expõe é sua nudez emergentes - convidados a participar com
definitiva. Ele sabe que todos nós
suspeitamos que isso não é possível. trabalhos encomendados, especialmente
Tampouco se expõe em nenhum criados para estas exposições. Estas incluem
transe de sua vida: um artista se expõe a inaugural "Errata" (Errata) de Jorge
no decurso de uma operação em si Caterbetti (mencionada acima),
mesmo. O que ele nos mostra não é "Enlightning/Iluminarse" (Iluminando-se) de
tanto “a vida (ou sua vida) como ela é”, María Bouquet, "Venus Perversa" (Vénus
mas uma fase da vida (ou sua vida)
Perversa) de Kenny Lemes (Wicked Venus),
que se desenvolve sob condições
controladas1 (Laddaga, 2010, p. 11) "Rep(úb)lica" (República) (Rep[ub]lic) de
Alexis Minkiewicz, Futuras Cavernas" (Futuras
O autor continua a descrevendo esta "estética Cavernas) de Ana Clara Soler, "Bomba de
de laboratório" como uma forma de produzir brillo/Espectacular" (Bomba de
arte contemporânea: os artistas concebem o Brilho/Espetacular)de Cynthia Cohen, uma
seu trabalho no seio de uma rede de relações; antologia chamada "De Paris a Buenos Aires"
experimentam materiais (geralmente (De Paris a Buenos Aires) com obras de Juan
incorporando texturas e objetos extra artistas) Stoppani e Jean Yves Legavre; e "El Atajo" (O
e temas. Voltam-se para a história da arte Atalho), de José Luis Landet.
remota e recente e formam colecções de
imagens, textos, sons para atualizar a tradição. Bouquet produziu uma série de esculturas de
A arte contemporânea, para Laddaga, luz, feitas com lâmpadas de 15 cores e 5
reconhece a sua própria natureza contingente sequências em madeira, cada uma com
e colaborativa, a relevância da experiência e diferentes formas (principalmente
de considerar a ligação da arte com a ciência geométricas) e cores, penduradas nas
e outros campos do conhecimento (p.19-22). paredes ou no chão, com paredes pintadas de
preto e escuras dentro da galeria (Figura 13).
Nas exposições acima mencionadas, estas O projeto foi patrocinado pela Fundación
características são facilmente identificadas: os Melián3 e pelo Ministério da Cultura da Cidade
artistas em residência trabalham
1 Traduzido do inglês para o português pelo Vanda Maria MARCO, as oficinas combinam ambas as instâncias, uma
Gonçalves de Sousa: ”Un artista se expone, pero no vez que as visitas durante a produção são permitidas, mas
pretende que lo que exhibe sea su definitiva desnudez. as exposições abrem num espaço separado, uma galeria
Sabe que todos sospechamos que eso no es posible. perto das oficinas/estúdios.
Tampoco se expone en un trance cualquiera de su vida: 3 A Fundación Melián de Arte y Cultura Latinoamericana
un artista se expone en el curso de realizar una operación (Fundação Melián de Arte e Cultura Latinoamericana)
sobre sí mismo. Lo que nos muestra no es tanto “la vida (o nasceu em 2011, na cidade de Córdoba, Argentina (a
su vida) como es”, sino una fase de la vida (o de su vida) segunda maior cidade do país, depois de Buenos Aires), e
que se despliega en condiciones controladas” (Laddaga, é um empreendimento privado não governamental sem
2010, p. 11) fins lucrativos. Com presença tanto no Brasil como na
2 Laddaga menciona que a arte contemporânea é uma Argentina, promove e apoia projetos de arte e artistas
experiência mais semelhante à visita ao estúdio de um
artista do que à ida a um museu moderno (p. 11). No
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emergentes da América do Sul. Desde a sua criação, a 1 Está disponível um vídeo em:
Fundación Melián tem organizado exposições, contribuído https://www.facebook.com/paseopedrodemendoza/videos
para a realização de projetos de artistas, e tem financiado /362888810953631/ (06/13/2022).
a participação de galerias e artistas em eventos 2 É relevante salientar que os habitantes do bairro de La
internacionais tais como feiras (Context art Miami, Boca referem-se à obra como "A República de La Boca".
Shganghai Art Fair, entre outros) e bienais. De certa forma, descreve a natureza endógena do bairro,
em que os novos habitantes não são frequentemente
recebidos de uma forma acolhedora.
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A exposição de Soler funciona como uma artista, criando uma cena que reporta para a
instalação com curadoria: é formada por vida contemporânea, prestando homenagem
pinturas, esculturas e peças de vestuário, bem às pinturas rupestres, com imagens que fazem
como por um caderno com os escritos da referência a animais e fenómenos naturais. 1
Cohen fez sete pinturas giratórias, permitindo desde pastilhas elásticas e gelados a
aos espectadores alterar o ponto de vista naturezas mortas e paisagens, destacando
sobre as obras de arte. A artista produziu como o consumismo afeta os bens, mas
peças pop e tradicionais, com temas que vão também as imagens (Figura 18). 2
1 Um vídeo da exposição deve ser visto aqui: 2 Um vídeo do espetáculo está disponível aqui:
https://www.youtube.com/watch?v=NtTT1wBKSSI https://www.facebook.com/museomarcolaboca/videos/61
(06/13/2022). 1262256468075/ (06/13/2022).
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1 O processo criativo pode ser visto no vídeo que se 2 Para um vídeo de uma visita guiada à exposição,
segue: oferecido pelo artista, por favor visite:
https://www.facebook.com/museomarcolaboca/videos/61 https://www.youtube.com/watch?v=jvRNOc4bIaA
1262256468075/ (06/13/2022). (06/13/2022).
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MARCO, as peças para estas exposições são laboratório é realizado, o que significa
feitas nos estúdios dos artistas. Neste sentido, que é editado, selecionado, e de
o museu "caixas negras", o carácter alguma outra forma, alterado em
relação à forma como as mesmas
experimental das obras de arte, não permitindo
tarefas seriam feitas nos bastidores.
ao público assistir no laboratório, ao processo Os trabalhadores do laboratório
criativo. Esta desconexão entre experiências e Fishbowl não realizam trabalhos
exposição foi assinalada por Caitlin Donahue científicos apenas para o público; eles
Wylie (2020) ao referir-se a certos museus: a realizam contribuições legítimas e
autora menciona Latour, que afirma que "as autênticas para a construção do
caixas negras contêm processos conhecimento. Mas este trabalho é
destinado ao testemunho público (p.
desconhecidos e inquestionáveis que
623)1
transformam entradas em saídas" (Latour, cit.
em Wylie, 2020, p. 619). Para Wylie, os No MARCO, o segundo e terceiro tipos de
museus perpetuam este comportamento não exposições mencionadas acima são exemplos
mostrando os processos e os trabalhadores de “caixas negras”, embora os objetivos e
que levam aos objetos/factos/obras que experiências nos museus de arte sejam
exibem (p. 621). Em contraste, ela analisa diferentes das desenvolvidas nos museus de
exemplos de instituições que "caixa de vidro" ciência. Por outras palavras, as exposições de
as suas práticas experimentais, permitindo arte - e os museus de arte em geral - nem
assim que o público observe as pessoas, sempre têm a necessidade de explicar as
materiais, processos que tornam a obras de arte, mas partilham com os museus
compreensão possível. Algumas estratégias de ciência o desejo de criar uma experiência
que encontrou incluem a incorporação de agradável para os visitantes, de os fazer
laboratórios com paredes de vidro, a sentirem-se bem-vindos, de tornar os seus
encenação de demonstrações de programas acessíveis e compreensíveis para
experiências, a oferta de palestras e visitas grandes audiências. Wylie também menciona
académicas ou dirigidas por especialistas e a os museus, mesmo quando exibem
visibilidade das salas de armazenamento. experiências em caixas de vidro "... praticam a
Embora haja uma melhoria em relação ao arte da omissão (...) O Glass-boxing, portanto,
“caixas negras”, Wylie acredita que estas apresenta uma visão da ciência que difere da
estratégias ainda incluem uma espécie de ciência dos bastidores: é seletiva e
desempenho, uma vez que ainda há alguma autoconsciente" (pp. 629-630). Os museus de
separação entre os trabalhadores do arte planeiam as suas estratégias de
laboratório e os visitantes do museu e, em exposição, selecionam as obras de arte
alguns casos, pouca compreensão dos (portanto, deixem de lado outras produções) e
processos reais: editam informação. São, de facto, seletivos e
autoconscientes.
A prática científica é vidrada de duas
formas em laboratórios com paredes Ao contrário desta definição, os ateliês no
de vidro. Primeiro, o trabalho do MARCO funcionam como estúdios: os
laboratório raramente é explicado de visitantes podem interagir com os artistas;
forma eficaz (...) Os trabalhadores do podem afetar a sua produção fazendo
laboratório colocam painéis de texto e
perguntas, fazendo observações ou
placas caseiras à volta do laboratório
para descrever o trabalho do simplesmente estando lá. Não há separações
laboratório, mas o sentido destas ou vidros dentro destes espaços (embora os
placas é deixado ao critério dos estúdios, em si mesmos, tenham janelas de
visitantes. Segundo, o trabalho do vidro que dão para a rua e permitem aos
1 Traduzido do inglês para o português pelo Vanda Maria same tasks would be done behind the scenes. Fishbowl
Gonçalves de Sousa: “Scientific practice is glass-boxed in lab workers do not act out scientific work purely for the
two ways in glass-walled labs. First, the lab’s work is rarely public; they conduct legitimate, authentic contributions to
effectively explained (...) Lab workers put up text panels knowledge construction. But this work is intended for public
and homemade signs around the lab to describe the lab’s witnessing” (Wylie, 2000, p. 623).
work, but making sense of these signs is left to the visitors.
Second, the lab’s work is performed, meaning that it is
edited, selected, and otherwise changed from how the
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transeuntes ver a obra tal como se de uma contemplação, espaços que existem fora da
galeria de vidro se tratasse). Neste sentido, é vida quotidiana -mundane-. Nesta linha, é
semelhante ao que Morgan Meyer (2011) também relevante considerar a arquitetura do
identifica em museus como o Deutsches MARCO como parte do seu próprio projeto.
Museum, que construiu um laboratório de Neste sentido, Carol Duncan (2007 [1995]) e
investigação aberto, que "... realiza e mostra Michaela Giebelhausen (2006) salientam a
investigação "ao vivo" no campo da relevância da arquitetura nos museus. Duncan
nanotecnologia. O objetivo deste laboratório é considera os museus locais onde certos rituais
quíntuplo: a apresentação, explicação, são realizados, e cujo objetivo é moldar o
exposição e discussão da nanotecnologia, comportamento humano. Na sua opinião, os
assim como a realização de atividades de museus são como templos porque requerem o
investigação" (p. 262). Desta forma, o museu mesmo tipo de atenção liminar (para
mostra a investigação em curso e envolve o diferenciar obras de arte de outro tipo de
público na produção e discussão. Além disso, produções e contemplá-las como tal) e o
como o laboratório pertence a um instituto mesmo tipo de performatividade (os corpos
universitário de investigação, existe também movem-se e agem de uma forma específica-
um programa educativo para estudantes e por exemplo, não é permitido comer-, diferente
investigadores interagirem, fazerem perguntas de como normalmente se movem e agem). Na
e até mudarem o trabalho que está a ser feito. sua opinião, a arquitetura pode afetar a forma
O laboratório aberto, para Meyer, é uma como esse ritual é realizado porque cria
instância de diálogo e experiência, sendo os significado (por exemplo, se o edifício se
processos mais importantes do que os parecer com um templo grego, o seu conteúdo
resultados. Neste sentido, as oficinas e terá uma aura de sacralidade). Giebelhausen,
residências do MARCO permitem conversas por sua parte, considera a arquitetura do
entre os artistas, o público, curadores e outros museu como um fator determinante em termos
profissionais do museu, tais como educadores, de condições de visualização, afetando assim
conservadores, historiadores e designers de a experiência do visitante e as representações
exposições. Tal como o Deutsches Museum, o identitárias (p. 42). A autora acredita que a
MARCO é povoado por objetos que "... arquitetura pode mudar a forma como as obras
realizam trabalho (como um microscópio), de arte são vividas, a forma como a
objetos que exibem e explicam o trabalho performance é executada, porque é tão
(como modelos utilizados para significativa - em termos semióticos - como
demonstrações), e objetos que focam e qualquer outro elemento ou recurso. Esta
enquadram a atenção na performance e opinião é partilhada por Ferguson (2005), que
explicação do trabalho (cartazes e quadros assegura:
informativos, cartazes)" (p. 266). As
exposições apresentadas no MARCO têm um O sistema de uma exposição organiza
as suas representações para melhor
potencial transformador porque fomentam
utilizar tudo, desde a sua arquitetura
estes diálogos, estas trocas, estas que é sempre política, às suas
experiências. colorações de parede que são sempre
psicologicamente significativas, aos
Além disso, o museu MARCO abre-se à sua seus rótulos que são sempre didáticos
comunidade através de várias ações: primeiro, (mesmo, ou especialmente, nos seus
visitas, conferências e programas educativos. silêncios), às suas exclusões artísticas
Segundo, através de projetos especiais como que são sempre poderosamente
o "Taller de Libro Bomba", que convida as ideológicas e estruturais nas suas
crianças a produzirem os seus próprios livros,
ou a organizar visitas ao bairro (como com o
programa "Fantasmas en La Boca"). Esta
abertura, esta necessidade de ir além das
paredes do museu e chegar à comunidade
muda o papel tradicional dos museus como
templos, como lugares de prática ritualista, de
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1
Traduzido do inglês para o português pelo Vanda Maria que define formatos, disciplinas ou aspetos específicos da
Gonçalves de Sousa: “The system of an exhibition arte contemporânea (algumas das definições incluíam
organizes its representations to best utilize everything, "arte de instalação", "land art", "performance"). Além disso,
from its architecture which is always political, to its wall o museu foi incluído em visitas guiadas a espaços culturais
colorings which are always psychologically meaningful, to de La Boca fornecidas pela Meridiano, uma associação de
its labels which are always didactic (even, or especially, in galerias de arte contemporânea, e produziu conteúdos de
their silences), to its artistic exclusions which are always vídeo sobre o bairro, os seus edifícios, atracões e história.
powerfully ideological and structural in their limited Em termos de interações sociais, o programa "Depois"
admissions, to its lighting which is always dramatic” oferece ao público a possibilidade de combinar bebidas no
(Ferguson, 2005, p. 128). café com uma visita guiada através do museu, durante a
2 Desde a pandemia de Covid-19, MARCO expandiu a sua noite de cada sexta-feira. Finalmente, MARCO
presença digital para chegar ao público e implementou desenvolveu "Ensayo para una obra futura" ("Ensaio para
outros programas para interagir com a comunidade local. uma obra futura"), uma série online de experiências
A este respeito, algumas das estratégias criadas pelo teatrais baseadas na improvisação e coordenadas pela
museu são: palestras de artistas conhecidas como companhia de teatro La Bomba de Humo (A Bomba de
"MARCO en casa" ("Marco em casa") - apresentadas Fumo). Alguns vídeos destas experiências podem ser
como formato de vídeo online -, um podcast semanal com encontrados no seguinte link:
convidados (artistas, galeristas e curadores) da cena https://www.facebook.com/museomarcolaboca/videos/?re
artística local, "Tramas del arte" ("Art Webs") - uma série f=page_internal (06/13/2022).
de pequenos áudios onde um crítico, curador ou 3 Um indicador da relevância da cidade de Buenos Aires
historiador de arte apresenta um tópico específico (por em termos de cena artística, finanças, produção, emprego,
exemplo, "artes eletrónicas", "arte pop", etc.); e etc. é que o resto das províncias são referidas como "o
"Diccionario contemporáneo” (“Dicionário interior do país".
Contemporâneo”), um programa de histórias no Facebook
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1 Traduzido de espanhol para o português pelo Vanda de casas de inquilinato de chapa acanalada, madera y
Maria Gonçalves de Sousa: “La precariedad y deficiencia hierro conocidas como conventillos, son algunos rasgos
de sus servicios públicos e infraestructura (pavimentación, distintivos del lugar” (Thomasz 2016, p.153).
iluminación, redes de gas, agua, y otras) y la abundancia
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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ABSTRACT
Digital curation is one of the most experimental areas of museum practice introduced by the
digital revolution. A whole new generation of cultural experiences are emerging from the
interaction with online spaces and social media platforms, encouraging museums to explore
new curatorial approaches. In this paper, we will show how a digital experimental project led to
the rethinking of the exhibition format into a more collaborative, interdisciplinary and laboratory
approach to museum curation. The case study analysed is Laboratory of Stories, a dynamic
participatory archive which was co-designed with a vibrant community of heritage
professionals, local communities, and lovers of the Dolomites during a three-year project. An
evaluation study combining different qualitative and quantitative methods was implemented to
explore the nature of this curatorial practice. A series of key findings emerged from the study:
the introduction of new narrative styles and interdisciplinary perspectives; the involvement of
different communities in the curatorial process; the shift from a tangible, object-based, to a
more intangible, open, and dialogic interpretation of heritage and of knowledge making. The
findings show how the ‘laboratory’ metaphor can help museums to embrace the challenges of
a participatory, post-digital society, suggesting a novel approach where the co-creation of
narratives is at the heart of the curatorial practice.
Keywords: Digital Curation, Digital Storytelling, Collaborative Design, Digital Heritage,
Community Stories
RESUMO
A curadoria digital é uma das áreas mais experimentais da prática museológica introduzida
pela revolução digital. Toda uma nova geração de experiências culturais está a emergir da
interação com espaços em linha e plataformas de comunicação social, encorajando os
museus a explorar novas abordagens curatoriais. Neste artigo, mostraremos como um projeto
experimental digital levou a repensar o formato da exposição numa abordagem mais
colaborativa, interdisciplinar e laboratorial da curadoria de museus. O estudo de caso
analisado é Laboratory of Stories, um arquivo participativo dinâmico que foi co-desenhado com
uma comunidade vibrante de profissionais do património, comunidades locais e amantes das
Dolomitas durante um projeto de três anos. Foi implementado um estudo de avaliação que
combina diferentes métodos qualitativos e quantitativos para explorar a natureza desta prática
curatorial. Do estudo surgiu uma série de conclusões-chave: a introdução de novos estilos
narrativos e perspectivas interdisciplinares; o envolvimento de diferentes comunidades no
processo curatorial; a mudança de uma interpretação do património e da criação de
conhecimento mais intangível, aberta e dialógica, baseada em objectos. Os resultados
mostram como a metáfora "laboratório" pode ajudar os museus a abraçar os desafios de uma
sociedade participativa, pós-digital, sugerindo uma nova abordagem onde a co-criação de
narrativas está no centro da prática curatorial.
Palavras-Chave: Curadoria digital, Narrativa digital, Desenho colaborativo, Património digital,
Histórias comunitárias
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1 The concept ‘post-digital’ (Parry, 2013) indicates a assimilated as an integral part of museum organizational
moment when digitality is becoming increasingly structures and development.
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and making people interact with cultural involvement of subject groups who were not
resources at multiple levels (Asselin & traditionally involved in museum curation. The
Maisonneuve, 2012), a thriving area of museum closure during the COVID-19
experimentation where museums meet other emergency has further stimulated museums to
types of cultural institutions. The free and open experiment with these tools in order to find new
nature of these tools allow an increasing ways to make people interact with their
number of libraries, button-up archives, and collections (Agostino et al., 2020; Samaroudi et
small heritage organisations to experiment with al., 2020).
digital curation (Hardesty, 2014; Gill et al.,
2019). In most cases, these platforms foster
the creation of entirely new digital born Digital storytelling, as the practice by which
resources, emerging from the digitization of people use digital technologies to tell stories
existing collections but, most often, as a result (Alexander, 2017; Robin, 2008), may
of the involvement of different communities encompass different tools and be used in
(Radovac, 2018). Co-curation and co-creation diverse ways to foster cultural engagement and
of digital resources with citizens, amateurs, participation, strengthening relationships
volunteers are, today, a consolidated trend between museums and their audiences and
which is leading museums to interact with non- promoting inclusion and citizens’ awareness
institutional types of heritage and forms of (Falchetti et al., 2020).
popular culture and ‘history from below’ 1
(Moore, 1994; Flinn, 2007), and new practices
of collecting public-generated and social media
One of such tools is izi.TRAVEL, a smart-
content (Galani and Moschovi, 2015; Boogh et
phone app for the collaborative creation of
al., 2020). One of the key challenges of co-
multimedia guides and audio tours. This
creation is bringing and managing a plurality of
platform was conceived to allow museums,
voices, stories, and level of interpretations,
local communities, and travellers to share
which challenge the traditional museum
stories about cities, local heritage, and cultural
authority (Proctor, 2010; Adair et al., 2011).
sites. Thanks to its participatory nature,
Digital curatorial practices are accompanied by
izi.TRAVEL was employed in a growing
the emergence of a new type of authority which
number of participatory cultural projects which
Phillips (2013) defines as ‘Open Authority’: ‘a
brought a diversity of voices in the narration of
mixing of institutional expertise with the
local heritage (Bonacini, 2019), including
discussion, experiences, and insights of broad
migrants and foreign language learners (Fazzi,
audiences’ (Phillips, 2013). Transferring this
forthcoming).
principle into practice has been one of the key
challenges in digital curation in museums,
giving rise to new experimentations in narrative
development. Another digital tool widely adopted by heritage
organisations for its ability to bring together the
2.2. NEW NARRATIVES, NEW VOICES archival and curatorial dimension with digital
THROUGH DIGITAL STORYTELLING storytelling is Omeka.org.2 Born as a free,
TOOLS open-source content management software for
The involvement of new voices in the museum museums, libraries and archives, this platform
narrative has been sustained by the has been widely adopted to involve
development of a whole generation of digital communities in the creation of digital archives
storytelling platforms. The use of these tools in and online exhibitions. The versatility and
the museum context has favoured the openness of Omeka has stimulated heritage
1
‘History from below’ is a type of people’s history emerged can be downloaded and installed on a server or, alternatively,
in the 1960s which focuses on the lived experience of used in its hosting version Omeka.net. Its core functionality can
ordinary people and individuals not included in the be extended with existing plugins that allow users to create
traditional mainstream historiography, which tended to
maps and timelines, enrich records with tags and collect user
concentrate on the lives of great statesmen.
contributions.
2Originally designed by the Roy Rosenzweig Center for History
and New Media at George Mason University in 2008, Omeka
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institutions to experiment with the creation of Vavoula, 2021). Design research approaches
dynamic participatory archives (Gill et al., such as Research Through Design have been
2019; Radovac, 2018). Key elements in these compared to Action Research in social
projects have been the rethinking of languages sciences, with more emphasis on the creation
and vocabulary to describe cultural resources, of an artefact, which could be a product, a
a growing attention towards digital born content service or an activity (Swann, 2002,
and multimedia elements, and the involvement Zimmermann, 2010). Like Action Research,
of a growing number of contributors in the design research follows iterative cycles of
creation of stories. A critical analysis of the ‘planning, action, observation and reflection’
benefits and limitations of this platform has and relies on the collaboration between the
been recently developed within the researchers and the insiders of an
‘Congruence Engine' project, with the aim to organisation. In Research Through Design, the
explore its adoption in connecting different researcher is explicitly involved as a designer
collections (Zardini Lacedelli & Winters, 2022). and the creation of an experimental ‘product’ is
also considered a tangible output of the
Finally, social media have increasingly been
research. Another key element of design
used in the museum context to involve online
practice is the employment of design strategies
communities in new forms of participatory
and tools such as prototyping, which allows the
heritage narration. Dedicated campaigns, such
exchange of knowledge between participants
as the Museum Week1, were conceived to
and the internalisation of new knowledge in the
share stories around museum collections and
organisation (Lim & Tenenberg, 2008; Mason,
connect heritage professionals worldwide
2015).
(Zuanni, 2017). Museums have started to
conceive dedicated social media campaigns to In this thriving area, the collaboration between
invite online audiences to share personal citizens and institutions have emerged as a key
memories and stories around objects and element of the co-design practices both inside
themes of their collections (Zardini Lacedelli et and outside the cultural heritage context
al., 2021). These types of narratives on social (Crooke, 2011; Bason 2017). In the Pararchive
media foster a diffused, collaborative, project, the co-design involved a range of
fragmented, crowd-curated form of digital communities – citizens, amateurs, curators,
storytelling, which raise intriguing new academics, technologies developers –
questions on the future of the collecting and together with two world class institutions – the
curatorial practices and more in general on the Science Museum Group and the BBC – for the
role of museums as catalysts of social creation of a new storytelling platform (Popple,
innovation (Zanetti et al. 2019). 2016). The use of collaborative methods in the
creation of digital tools that are trusted and
2.3. COLLABORATIVE DESIGN METHODS IN adopted by communities reflects a shift from an
MUSEUMS object-based to a processual and dialogic
Any institution who wants to experiment with interpretation of heritage (Zardini Lacedelli,
new forms of digital curation and digital forthcoming). The Faro Convention for the
storytelling finds itself dealing with a series of Value of Cultural Heritage for Society
key design challenges. What aims should the highlighted the centrality of people in the
digital project have? Who should be involved? definition of what heritage is. As a result, digital
What digital tool should be chosen? tools in museums are not finished products to
be delivered to an audience, but facilitators of
Recent studies have recognised the key role
processes where participants are involved in
of design practices in the development of
the creation of meanings and interpretation.
digital cultural heritage tools and the value of
This perspective reflects the constructive
interdisciplinary museum teams coming
conception of knowledge making (Hein, 1998),
together (Vavoula & Mason, 2017; Mason &
1 The Museum Week (https://museum-week.org) is a global event on social media, involving over 60.000
global online event launched in 2014 on Twitter, which participants from 100 countries and bringing together a
allows museums to share their collections online inspired community of cultural professionals, artists, and digital
by seven hashtags. The campaign became a trending creators.
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that can support the fragmented, interactive, for the aesthetic value of its landscape and for
and polyphonic nature of the digital domain the scientific importance of its geology and
(Cameron, 2021). geomorphology, offering these museums the
opportunity to become active centres of
3. THE MUSEUMS OF THE DOLOMITES discovery and interpretation of the Dolomites
PROJECT UNESCO World Heritage. In February 2019,
The case study analysed in this paper is the website visitdolomites.com listed thirty-
Laboratory of Stories three museums, but this list represented only a
(www.museodolom.it/exhibitions): a digital, small section of the heritage institutions
collaborative space co-designed with a present in the area.
community of museums, heritage
professionals, independent researchers,
citizens and lovers of the Dolomites within the At the beginning of the project, the research
‘Museums of the Dolomites’ project (2019- team developed a thematic mapping of
2021). This three-year project was funded by museums and cultural institutions of the
the UNESCO Dolomites Foundation and Dolomites to identify the principal areas
coordinated by a digital-born organisation, the represented by the museum collections. Three
platform-museum Dolom.it. In this project, the main categories emerged from this study:
development of an experimental digital space ‘geological landscape’, represented by
was aimed at connecting different collections of institutions dedicated to the geological and
the Dolomites area and at stimulating a more naturalistic importance of the Dolomites (i.e.
active involvement of the communities in the paleontological and science museums, natural
discovery and promotion of the heritage of the parks); ‘living landscape’, which included
Dolomites. institutions dedicated to the human life in the
mountains (including anthropological and
3.1. A LIVING HERITAGE: DOLOMITES ethnographic museums, ecomuseums,
UNESCO museums of history and archaeology, but also
The Dolomites are a mountain area in East- to more recent phenomena such as the advent
Northern Italy which extends within the of tourism and sport); and ‘interpretative
boundaries of five Italian provinces and three landscape’, represented by museums and
Regions1 of institutional, administrative, institutions whose collections focused on Art,
cultural, and linguistic diversity. Starting from Photography, literature, music and other
their scientific discovery in the 18th century, 2 cultural aspects of the Dolomites.
the Dolomites have frequented by geologists,
explorers, and curious travellers, and by the From preliminary online research developed in
mid-20th century it became the area of a February 2019 on the visitdolomites.com
heterogeneous development of tourism and website, only 21% of these museums offered
sport activities mostly in the winter and in the the opportunity to explore their collections
summer. Nowadays, the area is rich in online. Of the nineteen museums with a
museums and heritage institutions in a diverse dedicated online website, 12 used it as a
range of categories, sizes, typology, and promotional tool, to communicate the location,
number of visitors (Zardini Lacedell & the opening times and cultural offer and only 7
Pompanin, 2020). These museums have had also an online collection section. Social
strong relationships with the landscape, media were more present but used
history, and culture of the populations of the predominantly with the same promotional aim
Dolomites. In 2009, this territory was included (Zardini Lacedelli & Pompanin, 2020).
in the World Heritage List of Natural Heritage
1 The Dolomites provinces are Bolzano and Trento in Dolomites as a group of mountains in a specific region for
Trentino - Alto Adige Region; Belluno in Veneto; and finally a hundred years or so until after the Grand Tour period and
Pordenone, Udine e in Friuli Venezia Giulia. the publication of severable books on the subject, such as
2 The Dolomite rock was named after French scientist The Dolomites Mountains by Josiah Gilbert and George
Deodat de Dolomieu (1750–1801) who discovered and Cheetham Churchill, and Untrodden Peaks and
described it. Since then, nobody has heard of the Unfrequented Valleys by Amelia Edwards.
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Figure 1 - Analysis of the online presence of the 33 museums listed in the visitdolomites.com
website
At the beginning of the project, there were The research applied an iterative process of
sporadic collaborations among these planning, action, observation, and reflection
museums, mostly on a scientific level. Thus, which involved a group of heritage
while potentially vast, the opportunity for professionals in the co-design of digital
collaboration was still unexpressed. The digital initiatives. In the first year of the project (2020),
domain was identified by the research team as the research team involved a group of heritage
the key dimension of experimentation for its professionals of the Dolomites area in a series
ability to address two interrelated aims: on the of co-design workshops to identify similarities
one hand, to increase the visibility and and patterns across the museums, create a
awareness of these collections and their key community of practice, and develop a common
role in the promotion of the World Heritage digital strategy to promote their collections in a
Site; on the other hand, to benefit from the network-like dimension.
participatory nature of the digital tools to create
a community of practice around the heritage of
the Dolomites.
The output of these first workshops led to the year (2021), the contributions collected in the
design of a social media campaign dedicated social media campaign formed the basis for the
to shared themes transversal to the museum first seven galleries of Laboratory of Stories, a
collections (see section 3.2.). In the second shared digital space co-created by the
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#DolomitesMuseum community on the Table 1). The aim of these workshops was to
Museodolom.it platform (see section 3.3.). In discuss and identify a series of themes that
the third year (2022), the two initiatives – the were transversal to the different museum
social media campaign and the creation of the collections. Another characteristic of the
new galleries on Laboratory of Stories – were campaign was its participatory nature: apart
repeated, extending the communities involved, from museums and museum professionals,
and a new web interface was developed to also other users contributed with their own
facilitate users’ access and interaction with the collections, stories, reflections, testimonies,
shared heritage. and memories.
3.2. #DOLOMITESMUSEUM: THE SOCIAL The museums that participated in the design
MEDIA CAMPAIGN workshops were also the first to share stories
The #DolomitesMuseum campaign was and testimonies on their Facebook or
conducted a first time in March 2020 and a Instagram pages. However, the campaign also
second time in May 2021 with the aim of drew the attention of other institutions both
creating a collective narrative of the heritage of within and outside the museum context, such
the Dolomites on social media. The campaign as other museums, visitor centres, libraries,
was inspired by similar international events, as touristic organizations, local community
the #MuseumWeek and #Museum30, which groups. Heritage institutions represented the
every year invite museums to share stories biggest percentage of those who took part in
about their collection and work in relation to a the campaign, but there were also Dolomites
series of hashtags. In the case of our aficionados, local residents, and entrepreneurs
campaign, hashtags were chosen by the that shared their memories and experiences on
project participants during the design their personal profile.
workshops conducted in 2020 and 2021(see
Source: Instagram
The two-year campaign produced about five participate in its promotion. All the contributions
hundred stories and 2000 digital resources, were initially presented through a series of
showing the strong, affective relationship with digital maps that also showed their
the Dolomites area and the willingness to geographical distribution.
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Figure 3 - The digital map of the contributions created for the hashtag #LandscapeofLife in the
second edition of #DolomitesMuseum (2021)
Source: Padlet.com
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Source: Museodolom.it
At the end of the first edition of the 2018): a participatory museum, with no walls,
#DolomitesMuseum campaign, participants where digital contents are co-created by
were asked if they were interested in co- distinct groups of contributors. To organise
designing a virtual exhibition that would collect these contents into digital narratives, the
the resources produced during the campaign platform uses Omeka.org, a content
using the MuseoDolom.it platform. This management system which aims to help
platform was born in 2016 based on the museums, libraries, and archives to make their
platform museum model (Zardini Lacedelli, digital collections accessible.1
1 The first version of Omeka (Omeka Classic) was installed plugins for the creation of exhibitions, digital maps, user
on the MuseoDolom.it website together with dedicated contributions, and the import of YouTube videos.
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Figure 5 - The Omeka dashboard managing the content of the Museodolom.it platform
Source: Museodolom.it
This phase of the project was conducted of it thanks to the first #DolomitesMuseum
completely online as a result of the Covid-19 campaign and later decided to contribute to the
outbreak in 2020, which forced the design design of Laboratory of Stories.
workshops to be moved online using the Zoom
The design of this participatory digital space
platform. The online modality was highly
took place over twenty-two design workshops
successful as it facilitated the participation of
between 2020 and 2021, involving a
people located in geographically dispersed
community of forty-one institutions and fifty-
territories. For this reason, the group kept
eight individual participants divided into
meeting online even after the reopening of the
working groups and organised around the
museums in 2021. This phase was also joined
hashtags of the campaign.
by museum professionals that were not
originally part of the project but that had heard
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The number of materials collected for each curating each contribution, by editing the text
hashtag, as shown in Figure 6, gave rise to the and, in some cases, adding scientific
idea that they could be organised in different references, and curating the “whole”, that is the
thematic galleries. Each group was then asked gallery. This also meant making sure that the
to identify sub-categories, starting from the language, style, and nature of each
reflection on the existence of common sub- contribution reflected the spontaneity,
themes within the campaign contributions. informality, and immediacy of social media
Every sub-category was assigned to a curator sharing.
who would supervise the production and
integration of new contents in the specific
In 2021, the interface of the MuseoDolom.it
thematic gallery, editing them to fit the linguistic
platform was modified, also affecting the
style of the digital space. The curators of the
outlook of Laboratory of Stories. Omeka, which
galleries were usually chosen among the
had some limitations in terms of usability and
museums which had developed an expert
accessibility, was combined with another
knowledge on the different subject areas,
platform, Wordpress, which was specifically
allowing them to guide the content
customised by a company of IT technicians.
development with their expertise and, at the
The design of the new interface was based on
same time, expand their knowledge on the
the results collected during a focus group
field. The distinction between curators and
conducted in October 2021 (FG 06) with
contributors allowed participants to distribute
participants of different ages and professions
the workload more flexibly by concentrating on
not related to the museum world who were
the themes that were more in line with their
invited to explore Laboratory of Stories and
museum’s area of interests, without
share their perceptions about the strengths and
renouncing to contribute to other working
constraints of navigating the digital space. The
groups. The collaborative curation of the online
new interface, launched in March 2022, still
galleries was one of the most delicate and
relies on Omeka to organise the digital items
complex processes raised by the project,
but also allows for a more fluid navigation of the
stimulating key discussions around quality
thematic galleries, encouraging visitors to
control and data enrichment. Each working
appreciate the single contribution in the group.
group had to find the right balance between
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Source: Museodolom.it
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The active involvement of the researchers in statements with what was developed and
the project activities, as part of the design implemented in the project.
practice, allowed to enrich these instruments of
data collection with further elements that derive 4.2. RESULTS
from a direct observation. In the participant This section presents the key findings of the
observation methodology, the researcher study in each of the four dimensions under
familiarises with the research participants, and investigation.
this allows an in-depth knowledge of the
processes and lends credence to their 4.2.1.NARRATIVES AND INTERPRETATIVE
interpretation (Ybema et al., 2009; Bernad, CATEGORIES
2014). The experimental nature of the As regards the interpretative dimension,
‘Museums of the Dolomites’ project, which change was particularly observed in relation to
fostered numerous conversations and informal the language used to describe the objects and
exchanges between the participants and the narrate the stories. Working on the digital
researchers, allowed to observe the four space brought participants to adopt the more
dimensions indicated above from other angles. evocative and personal narrative style and
The combination of these different methods language which characterise social media
made it possible to compare the participants' (Page, 2012) resulting in what can be
described as linguistic contamination.
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A first element of linguistic contamination was I noticed that some of the texts were
observed in the textual dimension of the lighter, some more ironic, some more
contributions, which were specifically designed formal. There’s a lot of variety, but they
were all equally interesting and
to be shared on social networks. As was also
amusing. P06, University student, FG
observed by the participants in the focus group 06
dedicated to the navigability of Laboratory of
Stories (FG6), the texts are varied, revealing
the heterogeneity of narrative styles and The style of communication of social media
authors, and share the common feature of a also influenced the way the themes were
greater brevity and a lighter tone challenging identified as these had to function as hashtags
the authoritative voice of the institution (Simon, of the #DolomitesMuseum campaign. For this
2010) that still underpins many of the texts that reason, during the design workshops,
can be found in museums and exhibition participants long reflected on how the
spaces. complexity of the themes could be represented
in terms of “incisiveness”, “clarity”, “brevity” and
“captivation” that generally characterise
hashtags.
Figure 8 - The collaborative board created in the design workshop aimed to identify the
hashtags for the first edition of the #DolomitesMuseum campaign
Also, contributing to the development of a elements and of the value of the choral
series of online galleries led to a change in the narrative:
categories through which museums tended to
interpret and narrate their collections. By
working on a participatory digital space such as To me [it was important] to discover
Laboratory of Stories, different concrete ways that some little things can be
to connect the individual collections emerged, connected with many others and that
increasing participants’ awareness of common by connecting information that comes
from different museums you give
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Source: Museodolom.it
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do not always focus around museum a digital space this rich about the
objects or are related to some Dolomites. Participant 02, FG 06,
museum. The stories are connected to Teacher
the places, natural environments or
architecture that can be visited.
Participant 07, FG 01
4.2.2.THE PARTICIPANTS INVOLVED IN
THE CREATION OF THE STORIES
The diversity of themes was one of the Laboratory of stories encouraged the creation
elements that emerged from the focus groups of an open community, welcoming not only
with the online users. The words they used to small, medium, and large museums but also
describe their first reaction to Laboratory of tourism entities, citizens and lovers of the
Stories were ‘Impressive’, ‘Exciting’, ‘Curious’, Dolomites. The analysis of those that
‘Interesting’, and ‘Structured’: contributed to the platform shows the
heterogeneity of the participants. Museums
and small museums represent the highest
I speak as an American: I was very percentage (45%), followed by individual
excited about the website and all the participants (25%), associations (15%),
things to see. I really enjoyed myself. I tourism entrepreneurs (10%) and digital
thought about my students and how entities such as blogs and portals (10%).
much fun they would have in browsing
As demonstrated by the quotes below, the this gave us the opportunity to collect
project was able to reach a wide community of testimonies that otherwise would go
individuals and small entities providing them lost. Quote from questionnaire Q03
with the opportunity to give voice to their
heritage (Popple, 2016). From this perspective, the variety of
participants and of their roles and experiences
was perceived as a richness to promote.
Laboratory of stories allowed the Laboratory of Stories prompted an inclusive
participation of those who live in the and non-hierarchical approach to the narration
territories as well as of museums and of the heritage, going beyond the dichotomy
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Source: GoogleMaps
As it can be seen from Figure 12, the level of Laboratory of Stories, which has always left
involvement is not uniform but changes ample freedom in participation, thus allowing
according to the individual participant, their each contributor to be able to adhere to the
willingness to contribute and the time at their proposals based on their sensitivity and
disposal. This is one of the characteristics of availability.
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In general, it should be noted that there have shown in Figure 13, small museums were
been some themes that have attracted more among the most numerous and active
interest, and some typologies of participants participants.
tended to be more active than others. As
Figure 13 - The number of contributions produced by each category of participants
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encourages the use of digital resources such never consider to include. The whole
as videos, sounds, and images also brought to ensemble is of an incredible quality.
reconsider the importance of digital and sound Participant 05, FG 01
heritage that often remains in the archive and
is not shared with the public (Zardini Lacedelli, The analysis of the resources contained in the
forthcoming): Omeka archive allows users to obtain a
detailed overview of the type of digital assets
I liked the variety embedded in
hosted in Laboratory of Stories
Laboratory of Stories: the
contributions, be them videos, articles, .
games, even music, that we would
Table 3 - The digital resources hosted in Laboratory of Stories divided for typology (Images,
Sound, Video)
Types of digital resources Number of items per type
Images 1391
jpg 1189
jpeg 38
png 164
Sound 184
mp3 47
mp4 137
Video 218
mp4 187
mov 31
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Figure 14 - The sound gallery of Voices of the Mountain dedicated to traditional music and
children’s stories
Source: Museodolom.it
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This shift on the personal stories and this reason I see it suitable for this
intangible aspects of museums, elements project of creation that we are
that are traditionally not associated with the carrying out thanks to you. Quote
from questionnaire Q03
traditional 'museum display', has stimulated
in users the desire to contribute (Zardini
Lacedelli et al., 2021). Even the citizens and More than an exhibition to 'present'
enthusiasts of the Dolomites felt that their knowledge to the public, Laboratory of
knowledge and memories could contribute stories is a training ground where operators
to this choral story: themselves can get involved, also
experimenting with new languages and
registers to describe their collections. This
If someone had a particular interest space has stimulated the unexpressed
in something that is not found in any desire to work in the field of creativity, to free
museum, such as how the bells ring oneself from pre-established patterns, to
in their town, and would like to learn new things:
participate by inserting content on
the site, would that be possible?
Participant 05, FG 06, Retired
Laboratory of Stories has given us
the opportunity to work in the field of
creativity, which we never manage
4.2.4.THE PROCESS OF KNOWLEDGE to do otherwise. Curators 02, FG 02
MAKING
The three elements previously analysed
show important changes in the way that Laboratory of Stories was like a gym
knowledge is produced. Operating in a for us: a space for us operators to
digital space where it was not necessary to experiment with new formats. To
apply established thought patterns and learn, to discuss. Curators 04, FG 03
interpretative approaches gave operators
the freedom to rethink the meaning making
A more experimental way of conceiving
process.
cultural meanings that challenges what has
been defined by participants as the ‘serious’
A new concept of knowledge emerged, approach to scientific knowledge:
which is reflected in the name to be given to
the shared space. In the questionnaire sent
It is always thought that culture
to define together the most suitable
equals seriousness. If you are not
definition, the participants wanted to depart serious, you are not scientific: but it
from the 'exhibition' model. In the search for is not true. Obviously, certain rules
a term that could indicate the experimental, must be respected, but we also try to
choral, and dynamic nature of the space, a take things a little lighter, right?
shared interest emerged around the term Have fun doing this job. I think this
‘Laboratory’: was a great lesson. Curators 02, FG
03
The word "laboratory" made me This novel approach has also impacted the
think this would be a perfect term. A way participants conceive other traditional
workshop of ideas, a blurred place,
cultural institutions, such as the ‘archive’.
where you "get your hands dirty" to
produce something unique and The dynamic nature of Laboratory of Stories
wonderful. It made me think of the introduced a new contemporary dimension
typical forge and the refined winged to an institution that, until its origin, has been
butterflies that are created by the connected to the preservation of the past.
expert hands of blacksmiths, Participants describe Laboratory of Stories
covered in soot. Perhaps it is a
as a 'dynamic, participatory archive', which
somewhat poetic image, but also for
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Encounters: Expanding the Continuum of Cultural Heritage Design Practice: A
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Mason, M. (2015) ‘Prototyping Practices
Galani, A., Moschovi, A. (2015) ‘Other Supporting Interdisciplinary Collaboration in
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
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RESUMO
A curadoria digital é uma das áreas mais experimentais da prática museológica introduzida
pela revolução digital. Toda uma nova geração de experiências culturais está a emergir da
interação com espaços em linha e plataformas de comunicação social, encorajando os
museus a explorar novas abordagens curatoriais. Neste artigo, mostraremos como um projeto
experimental digital levou a repensar o formato da exposição numa abordagem mais
colaborativa, interdisciplinar e laboratorial da curadoria de museus. O estudo de caso
analisado é Laboratory of Stories, um arquivo participativo dinâmico que foi co-desenhado com
uma comunidade vibrante de profissionais do património, comunidades locais e amantes das
Dolomitas durante um projeto de três anos. Foi implementado um estudo de avaliação que
combina diferentes métodos qualitativos e quantitativos para explorar a natureza desta prática
curatorial. Do estudo surgiu uma série de conclusões-chave: a introdução de novos estilos
narrativos e perspectivas interdisciplinares; o envolvimento de diferentes comunidades no
processo curatorial; a mudança de uma interpretação do património e da criação de
conhecimento mais intangível, aberta e dialógica, baseada em objectos. Os resultados
mostram como a metáfora "laboratório" pode ajudar os museus a abraçar os desafios de uma
sociedade participativa, pós-digital, sugerindo uma nova abordagem onde a co-criação de
narrativas está no centro da prática curatorial.
Palavras-Chave: Curadoria digital, Narrativa digital, Desenho colaborativo, Património digital,
Histórias comunitárias
ABSTRACT
Digital curation is one of the most experimental areas of museum practice introduced by the
digital revolution. A whole new generation of cultural experiences are emerging from the
interaction with online spaces and social media platforms, encouraging museums to explore
new curatorial approaches. In this paper, we will show how a digital experimental project led to
the rethinking of the exhibition format into a more collaborative, interdisciplinary and laboratory
approach to museum curation. The case study analysed is Laboratory of Stories, a dynamic
participatory archive which was co-designed with a vibrant community of heritage
professionals, local communities, and lovers of the Dolomites during a three-year project. An
evaluation study combining different qualitative and quantitative methods was implemented to
explore the nature of this curatorial practice. A series of key findings emerged from the study:
the introduction of new narrative styles and interdisciplinary perspectives; the involvement of
different communities in the curatorial process; the shift from a tangible, object-based, to a
more intangible, open, and dialogic interpretation of heritage and of knowledge making. The
findings show how the ‘laboratory’ metaphor can help museums to embrace the challenges of
a participatory, post-digital society, suggesting a novel approach where the co-creation of
narratives is at the heart of the curatorial practice.
Keywords: Digital Curation, Digital Storytelling, Collaborative Design, Digital Heritage,
Community Stories
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1 O conceito 'pós-digital' (Parry, 2013) indica um momento assimilada como parte integrante das estruturas de
em que a digitalidade está a tornar-se cada vez mais organização e desenvolvimento dos museus.
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1 ‘História de baixo’ é um tipo de história do povo surgido historiografia tradicional, tradicional, que tendia a se
na década de 1960 que se concentra na experiência vivida concentrar na vida de grandes estadistas.
de pessoas comuns e indivíduos não incluídos na
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1 As províncias Dolomitas são Bolzano e Trento em Dolomitas como um grupo de montanhas em uma região
Trentino - Região do Alto Adige; Belluno no Vêneto; e específica por mais de cem anos até depois do período do
finalmente Pordenone, Udine e em Friuli Venezia Giulia. Grand Tour e da publicação de vários livros sobre o
2 A rocha Dolomita recebeu o nome do cientista francês assunto, como The Dolomites Mountains de Josiah Gilbert
Deodat de Dolomieu (1750-1801), que a descobriu e e George Cheetham Churchill, e Untrodden Peaks and
descreveu. Desde então, ninguém ouviu falar das Unfrequent Valleys por Amelia Edwards.
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geológica e naturalista das Dolomitas (ou seja, De uma pesquisa preliminar em linha
museus paleontológicos e científicos, parques desenvolvida em Fevereiro de 2019 no website
naturais); 'paisagem viva', que incluiu visitdolomites.com, apenas 21% destes
instituições dedicadas à vida humana nas museus ofereceram a oportunidade de
montanhas (incluindo museus antropológicos explorar as suas colecções em linha. Dos 19
e etnográficos, ecomuseu, museus de história museus com um website online dedicado, 12
e arqueologia, mas também a fenómenos mais utilizaram-no como ferramenta promocional,
recentes como o advento do turismo e do para comunicar o local, os horários de abertura
desporto); e 'paisagem interpretativa', e a oferta cultural e apenas 7 tinham também
representada por museus e instituições cujas uma secção de colecções online. Os meios de
colecções se centraram na Arte, Fotografia, comunicação social estavam mais presentes,
literatura, música e outros aspectos culturais mas utilizados predominantemente com o
das Dolomitas. mesmo objetivo promocional (Zardini Lacedelli
& Pompanin, 2020).
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Fonte: Instagram
Figura 3 - Mapa digital das contribuições criadas para a hashtag #LandscapeofLife na segunda
edição de #DolomitesMuseum (2021)
Fonte: Padlet.com
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Fonte: Museodolom.it
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Fonte: Museodolom.it
1 A primeira versão de Omeka (Omeka Classic) foi digitais, contribuições dos utilizadores, e à importação
instalada no site MuseoDolom.it juntamente com de vídeos do YouTube.
plugins dedicados à criação de exposições, mapas
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Fonte: Museodolom.it
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Fonte: Museodolom.it
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As hierarquias desapareceram e o
O Laboratório de Histórias permitiu mesmo aconteceu com a apreensão
a participação de quem vive nos normalmente sentida por alguém
territórios, bem como de museus, o como o voluntário que trabalhava
que nos deu a oportunidade de num pequeno museu em direcção
recolher testemunhos que de outra ao curador de um museu maior.
forma se perderiam. Citação do Como numa democracia, as nossas
questionário Q03 contribuições eram valorizadas ao
mesmo nível e eu sentia que era
bonito. Desfizemos os esquemas
Nesta perspectiva, a variedade dos tradicionais. Curador 02, FG4
participantes, dos seus papéis e
experiências foi percebida como uma
Uma comunidade unida por uma paixão
riqueza a promover. O Laboratório de
pelas Dolomitas e pelo património - tangível
Histórias suscitou uma abordagem
e intangível. Este reconhecimento de uma
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paixão comum permitiu dissolver as das realidades que estão fora do território
fronteiras territoriais, as distâncias Dolomita no sentido estrito, como se pode
geográficas e as diferenças - culturais, observar pela distribuição geográfica dos
administrativas, gerenciais - entre diferentes participantes na figura 11.
províncias, remontando também à inclusão
Fonte: GoogleMaps
Como se pode ver, na Figura 12, o nível de do Laboratório de Histórias, que sempre
envolvimento não é uniforme antes, muda deixou ampla liberdade de participação,
de acordo com o participante individual, a permitindo assim que cada contribuinte
sua vontade de contribuir e o tempo à sua pudesse aderir às propostas com base na
disposição. Esta é uma das características sua sensibilidade e disponibilidade.
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Em geral, é de notar que tem havido alguns Como mostra a figura 13, os pequenos
temas que têm atraído mais interesse, e museus estavam entre os participantes mais
algumas tipologias de participantes numerosos e activos.
tenderam a ser mais activas do que outras.
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Fonte: Museodolom.it
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5. CONCLUSÃO
A construção de um espaço digital O co-desenho do projeto digital
como o Laboratório de Histórias é experimental Laboratório de Histórias
um compromisso enorme e forneceu informações fundamentais sobre
unânime. Envolve necessariamente uma nova abordagem de curadoria para
um desafio: não se sabe como vai
museus no século XXI. O formato de
ser. Curadores 02, FG3
'exposição' não foi considerado, pelos
participantes no projeto, como o mais
Para além deste desafio individual, os apropriado para transmitir a natureza
operadores culturais precisam de lidar com dinâmica e aberta do espaço digital, que foi
a falta de confiança nestas novas formas de descrito como um 'Laboratório de Histórias',
fazer conhecimento nas suas organizações uma 'plataforma cultural', e um 'arquivo
(Zardini Lacedelli et al., 2019). No final do participativo'. Da prática experimental digital
projeto, os operadores expressaram a surgiu uma série de elementos distintivos: o
necessidade de envolver os seus próprios envolvimento de diferentes grupos
gestores e órgãos administrativos no comunitários no processo interpretativo
projeto, para transmitir o valor do (Duffy & Popple, 2017); a oportunidade de
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quantitative approaches (second edition). Galani, A., Kidd, J. (2020) ‘Hybrid Material
Walnut Creek, CA: AltaMira Press. Encounters: Expanding the Continuum of
Museum Materialities in the Wake of a
Bonacini, E. (2019) ‘Engaging Participative
Pandemic’, Museum & Society, 18 (3), pp.
Communities in Cultural Heritage: Using
298-301
Digital Storytelling in Sicily (Italy)’, The
international information & library review, Galani, A., Moschovi, A. (2015) ‘Other
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PROCEDIMENTOS ÉTICOS
Conflito de interesses: nada a declarar. Financiamento: nada a declarar. Revisão por pares: Dupla
revisão anónima por pares.
251
«A
arte é o reflexo da nossa sociedade e coloca-
nos em frente a um espelho. Por isso,
continuamos a observar e a reexaminar a arte,
ao sabor das exposições, num mundo que se muda, se
diversifica e se estratifica. Contudo, para quem percorre a
lista de exposições realizadas ao longo dos 92 anos do
Palácio de Belas-Artes (BOZAR), a constatação é óbvia: as
mulheres artistas constituem, de longe, uma minoria. O
mundo da arte e a sociedade em geral começam a acordar
para este problema, mas, na verdade, ainda é preciso
encontrar o espaço necessário e haver uma apropriação do
mesmo. Tal como disse Lou Adreas-Salomé, com palavras
que além do mais, inspiram o título desta exposição, ‘[o]
mundo não te vai oferecer nada, acredita. Se queres uma
vida, rouba-a.’»
«A
rt reflects our society, holding a mirror up to
us. And so, in a world that is changing,
becoming more diverse and layered,
exhibitions give us the opportunity to continue looking at art
and re-evaluating it. But, if we look at the list of exhibitions
that have been held in the Centre for Fine Arts (BOZAR) in
Brussels in the ninety-two years since its foundation, we
come to a glaring conclusion: a very small minority have
been devoted to women artists. The art world and society in
general have begun to turn their attention to this problem.
But to address it fully, we still need to discover and claim the
space we need. As Lou Andreas-Salomé said, in words that
inspired the title of this exhibition: ‘The world will give you
few gifts. Believe me. So if you want a life, steal it.’»