<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Engaging Collections and Communities: Technology and Interactivity in Museums</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paul Longley Arthur</string-name>
          <email>paul.arthur@ecu.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Digital Technology in Museums</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Edith Cowan University</institution>
          ,
          <addr-line>WA 6050</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Museum computing is a field with a long history that has made a substantial impact on humanities computing, now called 'digital humanities,' that dates from at least the 1950s. Community access, public engagement, and participation are central to the charter of most museums and interactive displays are one strategy used help to fulfil that goal. Over the past two decades interactive elements have been developed to offer more immersive, realistic and engaging possibilities through incorporating motion-sensing spaces, speech recognition, networked installations, eye tracking and multitouch tables and surfaces. As museums began to experiment with digital technologies there was an accompanying change of emphasis and policy. Museums aimed to more consciously connect themselves with popular culture by experimenting with the presentation of their collections in ways that would result in increased public appreciation and accessibility. In this paper these shifts are investigated in relation to interactive exhibits, virtual museums, the profound influence of the database, and in terms of a wider breaking down of institutional barriers and hierarchies, resulting in trends towards increasing collaboration. Man [sic] has seen the agricultural revolution, the Renaissance, the Industrial Revolution and is now on the threshold of an information revolution which is likely to shape his mind in the next century. Massive assimilation of information, systematic storage, quick retrieval and unobtrusive dissemination of knowledge may lead man to a new understanding of life and values that may mark the beginning of a new era in human civilization in AD 2000. - Saroj Ghose, in Museums 2000 (1992) 1 The 1989 conference marking the centenary of the establishment of the international Museums Association led to the production of an edited volume, Museums 2000:</p>
      </abstract>
      <kwd-group>
        <kwd>virtual museums</kwd>
        <kwd>interactivity</kwd>
        <kwd>cultural heritage</kwd>
        <kwd>community engagement</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Politics, People, Professionals and Profit (1992).2 In a published keynote address,
Saroj Ghose (then Director General of India’s National Council of Science Museums)
recognised that computing systems were about to bring far-reaching changes to
information management and access that would revolutionise society and even ‘shape’
minds. In a quotation from the speech above, he boldly predicted that the combination
of large-scale information assimilation and corresponding advances in storage, retrieval
and dissemination facilities could herald a ‘new era in human civilization.’ Digital
technology had already impacted on museums, in particular science museums, which had
led the way for more than half a century in the development of interactive installations
and displays for engaging visitors with museum collections. Ghose summarised their
evolution in these terms:</p>
    </sec>
    <sec id="sec-2">
      <title>Side by side with the artefacts came up a new brand of exhibits to explain</title>
      <p>the basic function of artefacts and to demonstrate scientific principles.
Animations were devised to simulate a particular situation which cannot
be created in a museum setting. Push-button demonstrations were
introduced to bring the concept of experimentation out of laboratories into
museums. Audio-visual techniques were presented to create a particular
atmosphere. Scaled down and sometimes scaled up models, sectioned
artefacts or models, life-size dioramas, meticulously created period rooms
and many other different modes of presentation were introduced into
science museums to compact more information into a given space and to
attract and induce people to retrieve information as quickly as possible.
With new inventions and innovations in laser, video, microprocessor and
computer technology, science museums went through a radical change.
All this came in an evolutionary process spanning over half a century and
reflecting a shift in basic objectives and functions of a science museum.3
Community access, public engagement, and participation are central to the charter of
most museums and interactive displays are one strategy used help to fulfil that goal. In
the museum context the purpose is clear: the museum seeks to deeply involve visitors
in the process of learning, striking a balance between looking, doing, and learning. Over
the past two decades interactive elements have been developed to offer more
immersive, realistic and engaging possibilities for representing the past including through
incorporating motion-sensing spaces, speech recognition, networked installations, eye
tracking and multitouch tables and surfaces.</p>
      <p>A landmark exhibition at the National Museum of Australia, ‘Yiwarra Kuju: The
Canning Stock Route,’ recently showcased large canvasses of Aboriginal desert
painting alongside touchscreen tables. With the paintings effectively ‘untouchable,’ the
touchscreens were a tactile outlet not only for children (a traditional target
demographic) but for adults too. The interactive tables were not designed only to offer
information for learning; rather, they were creative installation works in their own right,
allowing visitors to draw patterns in the sand of a vast virtual desert and pan around the
map. Adjacent tables plotted a large continuous landscape, evoking the land from which
the paintings in the exhibition had originated.4</p>
      <p>This is may be just the beginning of the era of sensory experience in museums,
foreshadowing future innovations that are barely imaginable now. Paradoxically, this
kind of experience does not rely on the presence of original artefacts, only on their
simulation. It seems that people are increasingly attracted to and satisfied with the
illusion of direct contact with the real, via a virtual path, especially if it can engage their
senses as well as their minds. In Infinite Reality (2011) two scientists who were pioneers
of virtual reality technology use a ‘revolutionary’ rhetoric, recalling Ghose, when they
imagine the future museum three hundred years from now in terms of ‘a quantum leap
of sorts, a turning point in our history distinctly marking what came before and after
it,’ with ‘virtual worlds encompassing all of the senses.’5 Ghose was only predicting
the developments of the next decade; these scientists look ahead 300 years.</p>
      <p>Although the Museums 2000 book was prophetic in some of its insights, it
contains, surprisingly, only a few mentions of the word ‘computer,’ just one reference to
‘database’ (a term in use since the 1960s) and eleven instances of ‘media’ (all in the
sense of ‘the media’ rather than in relation to digital media as medium), within 200
pages of text, contributed by multiple authors. And yet, museum computing is a field
with a very long history that has made a substantial impact on humanities computing,
increasingly now called ‘digital humanities,’ that dates from at least the 1950s.</p>
      <p>There were practical reasons for the introduction of computers in museums, as
there were in other sectors, relating to efficiencies in information management. There
was also a sense that the digital was the ‘language’ of the information society.
Interactivity and computerisation seemed to reach out in a particularly effective way to
children, and to families, a target demographic for museums.6 However, prior to the
development of hypertext systems and the World Wide Web, the concept of interactivity
remained restricted, referring mainly to installations intended to facilitate educational
engagement.</p>
      <p>As museums began to experiment with digital technologies there was an
accompanying change of emphasis and policy. Museums aimed to more consciously connect
themselves with popular culture by experimenting with the presentation of their
collections in ways that would result in increased public appreciation and accessibility.7 There
was a general shift from privileging the display of objects in collections to a new
expectation that museums would also provide contextual information about museum
objects. In this way museum practice started to be linked closely with the goals of
practitioners in the broader digital humanities field even though this connection was rarely
articulated at the time.8</p>
      <p>Some aspects of the new digital approaches were so clearly positive that ‘museum
policy and marketing rhetoric in many parts of the globe began to trade heavily on the
arrival of new media as a sign of museum democratisation, accessibility and
excitement.’9 Nevertheless, many continued to feel a sense of loss of control as a result – that
technology is exerting too heavy a hand on museum policy and practice. Certainly it is
true that the new duality – of museums being physical as well as virtual environments
– has posed challenges as well as presenting new opportunities. The physical and virtual
were once thought of as very separate spaces, with different and even opposite
concerns. The traditional view is that museums should primarily be physical places to
display material culture, fostering a direct engagement between visitors and history.</p>
      <p>In this paper these shifts are investigated in relation to interactive exhibits, virtual
museums, the profound influence of the database, and in terms of a wider breaking
down of institutional barriers and hierarchies, resulting in trends towards increasing
collaboration.
2</p>
      <sec id="sec-2-1">
        <title>Virtual Interactions</title>
        <p>Some of the earliest virtual museums that date from around 1994 remain active.
Consisting of a limited set of static web pages, these pioneering ventures now appear very
simplistic. Clunky operating system interfaces, limited computer processor power and
storage, and rudimentary multimedia capabilities resulted in an online user experience
that was very slow indeed, and the engagement – so central to the museum visitor
experience – typically resulted in frustration at the missing content and dead links that
were common characteristics of the early World Wide Web era.</p>
        <p>Demonstrating exponential advances in web technology, virtual museums have
take multiple forms over the past decad. The term is commonly applied to exhibitions
of born-digital or digitised material that may be drawn from one or more museums or
collections. Some are highly interactive, such as the Virtual Digital Olympic Museum,
an experimental virtual museum offering an immersive view of the 2008 Beijing
Olympic Games, ‘dissolving the barriers between the museum visitor, the building’s
architecture and the information contained therein,’ and providing an introduction to the
architectural concepts and forms that are shaping 21st-century museums. The project
involved a team of architects, working with information technology and
communications experts at Darmstadt University, Germany, to ensure that the virtual architecture
did not simply create spaces to accommodate digital interactivity but embodied aspects
of todays’ digital culture in its design. Other virtual museums are effectively portals to
or views on multiple museum collections, such as the Virtual Museum of Canada,
facilitated by the Canadian Heritage Information Network (CHIN), which features nearly
one million images drawn from hundreds of individual collections and institutions.</p>
        <p>
          Institutions registered domain names for the World Wide Web at a time when it
was not yet possible to know what an address in cyberspace may offer. There were
practical fears. Would online presence result in fewer visitors actually coming through
the doors of the museum? There were more deep-seated anxieties too. These centred
on the status of the ‘virtual’ relative to the ‘real,’ and the ‘authentic’ as distinct from
the ‘copy,’ leading theorists into debates that questioned the very function of museums
in society. Surveying the evolution of museums in Recoding the Museum (2007), Ross
Parry asks, rhetorically, ‘If through their long histories museums have been principally
about material things (physical visits to physical objects) what possible role could there
be for a machine that can only display information, surrogates and simulacra?’10
          <xref ref-type="bibr" rid="ref2">Baudrillard, as far back as 1983</xref>
          , wrote of ‘a world completely catalogued and analysed
and then artificially revived as though real, in a world of simulation.’11 The philosophy
of use of media in museums was a particularly controversial and sometimes divisive
topic in the 1990s. For some the concept of virtual museum was a contradiction in
terms. The ethereal impermanence of cyberspace (existing at once somewhere but
nowhere) seemed at odds with the familiar solidity and physicality of the museum
building (home of the collection, place of protection and preservation, a controlled
environment that also provides interpretative context). Against the ‘cultures of the
microcosmic, the singular space and the physical visit that had been built over centuries,’ the
intervention of the digital and virtual in the form of the Internet, questioned the very
notion of the visit itself.12 Without the need to be there, and without the ‘threshold
distinguishing its liminal space from the outside world,’ roles appeared to be reversed.
Visitors would not come to the museum; rather, the museum went to the visitors, thus
becoming ‘a broadcaster and publisher distributing packages of content to myriad
localised and varied contexts.’13 These anxieties paralleled those of movie theatres as they
faced the sudden rise of the home video culture, and, as in that case, the new did not
displace the old, but it did make it essential to adapt and change.
        </p>
        <p>Most museums now have an online presence of some kind and online outreach is
a key priority for public engagement. Museums have become quasi-publishers in the
process, needing to satisfy the demand for a stream of high-quality, audience-specific,
tailored digital content. There is no doubt that virtual museums, digital extensions and
online outreach of museums have shifted some of the focus away from the physical
space of museums. The conventions around engagement and interaction in that space
have had to adapt – mirroring trends in society more broadly. More than two decades
after the beginnings of widespread public access to the Internet, the physical museum
environment certainly shows no signs of being left behind in favour of the online
presence. The fears of dwindling visitor numbers, and the virtual usurping the real, have
proved unfounded. Far from discouraging through-the-door visitation, research
conducted around the time of the first smart phones when computing became truly mobile
showed that online visitation actually increased interest in physical collections. In the
most successful cases the online presence builds a cyclical relationship, with visitors
going online before and after the physical visit and so extending their contact and
engagement.14 The time has come when virtual visitors can no longer be thought of as
secondary to visitors through the door.
3</p>
      </sec>
      <sec id="sec-2-2">
        <title>Engaging the Public</title>
        <p>Today we expect digital technology to be able to stimulate and provide richly
informative experiences for public engagement. Yet some museums have been criticised for
relying upon new technologies simply because they are available. This is the
‘technology trap’ – that is, technological possibilities directing museum practice and so tending
to supplant core priorities and policies. There is no doubt that while interactivity can
encourage engagement and learning, it can also become an end in itself, where the
activity eclipses the goal of using the technology. Those accessing information in the
online environment want the very same things that people have always expected of
museums: imaginative presentation and creatively contextualised materials that inspire
and invite interpretation and learning.</p>
        <p>Others would argue that museums need to recast the concept of ‘engagement’ that
has been at the core of the mission of museums worldwide over the past century,
suggesting that the notion of interactivity should be freed from its very literal
association with the use of ‘interactives’ in exhibitions, described by Witcomb as the
‘interactives fetish.’15 They advocate a broader concept of engagement with museum
collections, one that embraces and exploits new interactive technologies in strategically
targeted ways. Geo-locating and live streaming on personal mobile devices are again
redefining, in a positive way, the concept of the museum ‘visit.’ Others may claim that
the ‘virtual’ and ‘real,’ as they were once described, are at last merging more naturally
and successfully and are no longer perceived to be in conflict. With the prevalence of
smart mobile devices and social media, today the digital and the physical not only sit
side by side but are in a dialogue that is dynamic and increasingly user driven.</p>
        <p>Key to current notions of engagement is the concept of a longer term relationship
with the museum, an extended visit of sorts, one that starts before the decision to go
there and continues during and extends beyond the original visit. With content designed
for pre- and post- visit purposes, the online component starts and finishes a cycle and
leads to other cycles and points of interest. I marvelled at the beauty and presence of
the objects displayed so poignantly in the National Museum of Australia’s Exploration
and Encounter exhibition that celebrated 350 years of the Royal Society in the South
Seas, which I reviewed in 2011.16 As I noted in the review, however, there was far more
information available on the website than on the interpretative signage in the exhibition
space. The displayed items were richly contextualised and made more meaningful by
the wealth of online background material. Nevertheless, there was still something
indisputably magical about being there, in the presence of the artefacts, within touching
range. The power of this intangible dimension of presence in the museum experience
points to a future where museums embrace the vast opportunities offered by the virtual
world, but retain, albeit in new ways, their traditional custodianship of physical
artefacts and material culture. This can ultimately lead to a much richer contextualisation
and situation of museum materials both within and without the museum’s traditional
boundaries. Again, the notion of outreach and publication can merge with the concept
of display and exhibition.</p>
        <p>In the fast evolving Web 2.0 environment – by way of which social media
applications allow for dynamic user participation, information exchange and other sorts of
user-generated content and collaborative authorship – arguably the most important
factor in designing a successful online strategy and presence is to respond directly to the
needs and wants of target communities.17 For museum practice, social media is enabling
new communities to be formed around and also contribute to, museum identity and
collections. Museums are trialling various strategies, ranging from colonising existing
social networking applications through to designing applications for dedicated online
communities around museum content through their websites. Users are now
commenting on museum holdings, including through tagging, and this is starting to influence the
way museums think about their own cataloguing systems. People’s patterns of
searching online are offering museums new insights into what visitors perceive as most
important and interesting and it can also show that visitors see connections existing
between material that are not recognised in the more rigid formal classification schemes.18</p>
      </sec>
      <sec id="sec-2-3">
        <title>The Museum as Database</title>
        <p>
          Museums, like computers or any other information tool, teach man to
look back at his past heritage, to assimilate information in a systematic
mode, to analyse gathered experience in the context of present
understanding, and ideally to predict the future based on such assimilated
information. Like any other information tool, museums store massive
amounts of information contained in its [sic] collection and disseminates
such information through its presentation. Richness of museum
collections symbolizes richness of data storage in an information system, and it
is the speed of retrieval system that distinguishes one museum from
another. How quickly a visitor can get access to or retrieve the stored
information from an artefact depends on how interactive is the object or its
presentation in a museum. – Saroj
          <xref ref-type="bibr" rid="ref6">Ghose, in Museums 2000</xref>
          (1992)
In this observation, made well before Web 2.0 made digital interactivity a part of
everyday life, Ghose draws a parallel between the museum and the computer. Both can be
thought of as communications devices for systematising, storing and disseminating
information, allowing us to view the past and look to the future. Using a deterministic
language that is remote from the fluid notions of engagement that would be embraced
in the new museology, he links the speed of retrieval of ‘stored information from an
artefact’ with the degree of interactivity in its presentation. While the comparison may
look basic in retrospect, it predicted the importance of speed of access and
foreshadowed the centrality of the database for museum collections.
        </p>
        <p>The manual index card systems of the twentieth century had signalled the coming
of standardisation in the digital era, and their locked cabinets proclaimed their
increasing value to museums. ‘Rather than objects (and material culture), it was information
and records that were being contained and ordered.’19 The overlapping concerns of
libraries, museums, and other publications and collections that situate themselves in
today’s expanding online environment are clearly representative of a deeper shift towards
a world increasingly seen through and in terms of database forms. Ghose identified the
database as a structuring agent integral to the notion of interactivity, claiming:</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Interactive exhibits are those which throw a challenge to the visi</title>
      <p>tors…and adjust into different situations like a chess player. The objects
behave like a chess player, and visitors must derive information through
a discovery process by a systematic analysis of the database, which is
again inbued [sic] in the exhibit.20
Writing two decades later, Parry argues that the database should no longer be thought
of simply in utilitarian terms, but that its very form reflects the underlying ethos and
ethics our technology-driven, globalised society:</p>
      <p>The database itself has become profoundly iconic for [the museum]. It
has done so in a way similar to how other ‘new technologies’, in history,
have become iconic to other institutions and ages. This is the concept of
a particular technology coming to exemplify (through its form and its
impact) both the operations and values of a particular historical or cultural
locality.</p>
      <p>He also warns that there are dangers that result from the database acting as both the
mechanism through which information is collected and organised and the main mode
of access and presentation to collections, arguing that at no time has there been such a
high status placed on a museum’s catalogue. Parry describes this as a ‘fetishising of the
museum database’; the database has become ‘the metonym of the museum.’ Whereas
once the digital expression or extension of a museum formed a kind of duplicate or
surrogate, now the very structures that allow for the online organisation of information
are informing the public presentation of objects as well as the management of
documentation related to those objects:</p>
    </sec>
    <sec id="sec-4">
      <title>At present, the museum’s notion of ‘collection’ is not only structured to accommodate the tools of automation, but is imagined (and frequently presented to its publics) as a database. The logic of the database is now embedded within museums’ management of their collections.</title>
      <p>He explains this in a broader context by drawing upon Lev Manovich’s observations
on the transformational social impacts of the database form and aesthetic in the digital
age:
…in its digital granularity, its de-privileging of narrative, its unending
editability and lack of completeness, the database stands as the ‘symbolic
form’ of the post-industrial age. The database, in other words, has become
a rationalising system for the modern world – more than just a tool, but a
system of thought.</p>
      <p>Digital humanities projects, in very different settings and disciplines, are increasingly
being conceived of in terms of exhibitions rather than as publications and as I have
argued elsewhere that shift in emphasis towards spatial design derives from museology.
Parry makes a related argument when he claims that evidence suggests that there is a
direct reciprocal influence between the museum and database:
…we are reminded not just of how the museum is increasingly being
conceived through the language and structure of the database, but how the
database itself (as a framed collection of digital objects, through which
users can build their own narratives) is being endowed with the qualities
traditionally associated with the museum.</p>
      <p>Museums can also be thought of as a form of communication media in their own right.21
And yet, the concept of museum as a form of media sits awkwardly with theories of
‘broadcast media’ that have tended to foreground the space between the transmitter and
receiver.22 Henning de-emphasizes the communicative relationship between visitor and
museum object, artefact or collection, suggesting that ‘new media is best thought of as
a means to organize and structure knowledge and visitor attention in the museum, not
as a means of communication or set of devices (emphasis added).’23 Such assumptions
have needed to be revised in the past decade, with the massive impact of the Web 2.0
social media environment. The dynamic nature of today’s communication communities
means that records of potential historical value are being created each second; the
challenge is how to prioritise and also preserve them, as public records worthy of
presentation and display within and beyond museums.
5</p>
      <p>Conclusion
…the idea of accumulating everything, of establishing a sort of general
archive, and the will to enclose in one place all times, all epochs, all
forms, all tastes, the idea of constituting a place of all times that is itself
out of time and inaccessible to its ravages, the project of organising in
this a sort of perpetual and indefinite accumulation of time in an immobile
place, this whole idea belongs to our modernity.</p>
      <p>– Michel Foucault, ‘Of Other Spaces’
In the opening pages of his book The Birth of the Museum (1995), Tony Bennett quotes
the passage above from Foucault, noting that the modern notion of museums and
libraries emerged from similar historical ingredients, linked closely with nineteenth-century
Western cultural influences. The process of ‘indefinite accumulation’ was not random,
however. It involved an ordering, a ‘developmental sequence’ underpinning
classification and display that was foreign to the eighteenth-century, with its focus on
‘permanence.’24 Step forward to our time and it is very clear that information management
practices in museums have changed dramatically. Parry identifies ‘The act of reducing
collections to hierarchies, of imposing data control or standardising data entry, of
containing documentation to specific codes and terms,’ as ‘a peculiarly late
twentieth-century solution to the production of knowledge.’25 The uptake of Web 2.0 services at the
start of this century has brought new freedoms in terms of museums’ relationship with
the public. Historically, museums, like so many institutions, have understood their role
as containing, controlling and regulating public interaction with a protected and
guarded resource. Authority has been generated through this controlled interaction. The
very notion of mediated access rests on the intermediary role of curators and
institutions. However, social media now facilitates far greater dialogue between experts and
the public, levelling the traditional hierarchies and moving from the one-way
information flow to a two-way relationship. Today online communities of interest give new
value to the electronic dimension of institutions, sustaining the interest base and
attracting visitors through the door.</p>
      <p>
        The changing nature of museums, bringing with them shifting notions of
curatorship, has prompted radical changes in museum practices. Museums are not only
guardians but are entrepreneurs – linking, facilitating and marketing collections. These
fundamental changes in the roles of museums and their curators, driven by the digital
revolution, have also cast light on a wider issue: all major institutional frameworks and
hierarchies are being rethought and dismantled. Cultural institutions are lowering the
walls that have guarded reputations, collections, and whole fields of inquiry, facilitating
new kinds of engagement. The circulation of information outside of the walls of the
museum – or university, or library or art gallery – is now just as important as the
specialist knowledge held within, and this in turn is blending familiar notions of outreach
with publication and dissemination of online content. The benefits for the public and
for the institutions themselves of this spectacular and sudden democratisation of
knowledge through social media and the Internet more generally, are obvious.
Museums were quick to take up the opportunities presented by digital technology and were
pioneers and innovators in developing interactive installations to engage visitors.
Museums continue to be innovators, embracing new modes of digital delivery and display
(both in the physical settings of museums and online). Yet as museum practice evolves
and formats for digital display of history in museum settings change, the core
responsibility for ensuring accuracy, relevance, clarity and quality remains.
Notes
17 Caroline Payson, “Building and Maintaining an Online Community”
        <xref ref-type="bibr" rid="ref12">(presented at
the Social Media and Cultural Communication conference, Museum of Sydney /
Australian Museum, February 29, 2008)</xref>
        .
18 This has been the experience, for example, of Sydney's Powerhouse Museum
(reported on by Sebastian Chan at 'The World of Social Media' session, during the Social
Media and Cultural Communication conference).
19 Parry, Recoding the Museum, 80.
20
        <xref ref-type="bibr" rid="ref6">Ghose, “Museums 2000</xref>
        ,” 85.
21 Michelle Henning, “New Media,” in A Companion to Museum Studies, ed. Sharon
Macdonald, 1st ed. (Oxford: Blackwell, 2006), 303.
22 Ibid., 305. For broadcast media, the impact of the digital revolution has been less
favourable. An article from the Wall Street Journal, written in early 2011, goes so far
as to say, ‘An onslaught of digital technologies has laid waste to traditional media in
the US and this year will bring a clearer picture of what will emerge from the rubble.’
‘Media Learns to Swim in the Digital Tide’, reproduced in The Weekend Australian,
January 8-9, 2011, Inquirer section, 3.
23 Ibid., 303. Borrowing from sociologist Erving Goffman, she speaks of a range of
positive influences of technology on the ‘front and back regions’ of the museum.
24 Ibid.
25 Parry, Recoding the Museum, 30.
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Arthur</surname>
          </string-name>
          , Paul Longley. “
          <article-title>Review of Museum Exhibition 'Exploration &amp; Endeavour: The Royal Society of London and the South Seas,' Curated by Michelle Hetherington</article-title>
          ,
          <source>National Museum of Australia, Canberra, 15 Sept 2010 - 6 Feb</source>
          <year>2011</year>
          .
          <article-title>” ReCollections: The Journal of the National Museum of Australia 6</article-title>
          , no.
          <issue>1</issue>
          (
          <year>2011</year>
          ). http://recollections.nma.gov.au/issues/vol_
          <volume>6</volume>
          _no_
          <issue>1</issue>
          /exhibition_reviews/exploration_and_endeavour/.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Baudrillard</surname>
          </string-name>
          , Jean. “
          <source>The Procession of Simulacra.” Art and Text</source>
          <volume>11</volume>
          , no.
          <source>Spring</source>
          (
          <year>1983</year>
          ):
          <fpage>3</fpage>
          -
          <lpage>46</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <surname>Bennett</surname>
            ,
            <given-names>Tony.</given-names>
          </string-name>
          <article-title>The Birth of the Museum: History</article-title>
          , Theory, Politics. London: Routledge,
          <year>1995</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Blascovich</surname>
            , Jim, and
            <given-names>Jeremy</given-names>
          </string-name>
          <string-name>
            <surname>Bailenson</surname>
            . Infinite Reality: Avatars,
            <given-names>Eternal</given-names>
          </string-name>
          <string-name>
            <surname>Life</surname>
          </string-name>
          ,
          <article-title>New Worlds, and the Dawn of the Virtual Revolution</article-title>
          . New York: William Morrow/HarperCollins,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Boylan</surname>
          </string-name>
          , Patrick, ed.
          <source>Museums</source>
          <year>2000</year>
          : Politics, People, Professionals and Profit. 1st ed. London: Routledge/Museums Association,
          <year>1992</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Ghose</surname>
          </string-name>
          , Saroj. “
          <source>People and Museums</source>
          <volume>2</volume>
          .” In Museums 2000: Politics, People, Professionals and Profit, edited by Patrick Boylan, 1st ed.,
          <volume>84</volume>
          -
          <fpage>100</fpage>
          . London: Routledge/Museums Association,
          <year>1992</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Henning</surname>
          </string-name>
          , Michelle. “New Media.”
          <article-title>In A Companion to Museum Studies, edited by Sharon Macdonald</article-title>
          , 1st ed.,
          <volume>302</volume>
          -
          <fpage>18</fpage>
          . Oxford: Blackwell,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Hughes</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          “Making Science '
          <article-title>Family Fun': The Fetish of the Interactive Exhibit</article-title>
          .”
          <source>Museum Management and Curatorship</source>
          <volume>19</volume>
          , no.
          <issue>2</issue>
          (
          <year>2001</year>
          ):
          <fpage>175</fpage>
          -
          <lpage>85</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Marty</surname>
          </string-name>
          , Paul F. “
          <article-title>Museum Websites and Museum Visitors: Before and After the Museum Visit</article-title>
          .”
          <source>Museum Management and Curatorship</source>
          <volume>22</volume>
          , no.
          <issue>4</issue>
          (
          <year>2007</year>
          ):
          <fpage>337</fpage>
          -
          <lpage>60</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>McShane</surname>
            ,
            <given-names>Ian.</given-names>
          </string-name>
          “Museums, Multimedia and
          <string-name>
            <given-names>History</given-names>
            <surname>Education</surname>
          </string-name>
          .”
          <source>Southern Review: Communications, Politics and Culture</source>
          <volume>38</volume>
          , no.
          <issue>1</issue>
          (
          <year>2005</year>
          ):
          <fpage>18</fpage>
          -
          <lpage>32</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Parry</surname>
          </string-name>
          , Ross.
          <source>Recoding the Museum: Digital Heritage and the Technologies of Change. London: Routledge</source>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Payson</surname>
          </string-name>
          , Caroline. “
          <article-title>Building and Maintaining an Online Community.” presented at the Social Media and Cultural Communication conference</article-title>
          , Museum of Sydney / Australian Museum,
          <year>February 29</year>
          ,
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>Witcomb</surname>
          </string-name>
          , Andrea. “Interactivity: Thinking Beyond.
          <article-title>” In A Companion to Museum Studies, edited by Sharon Macdonald</article-title>
          , 1st ed.,
          <volume>353</volume>
          -
          <fpage>61</fpage>
          . Oxford: Blackwell,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>---</surname>
          </string-name>
          .
          <source>Re-Imagining the Museum: Beyond the Mausoleum. London: Routledge</source>
          ,
          <year>2003</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>