Museum Media. Группа авторов

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Jay. 2006. Remembering War: The Great War between Memory and History in the Twentieth Century. New Haven: Yale University Press.

      Young, James E. 1992. “The Counter-Monument: Memory against Itself in Germany Today.” Critical Inquiry 18(2): 267–296.

      Young, James E. 2000. At Memory’s Edge: After Images of the Holocaust in Contemporary Art and Architecture. New Haven: Yale University Press.

      Amy Holdsworth is Lecturer in Film and Television Studies in the School of Culture and Creative Arts at the University of Glasgow. She is the author of Television, Memory and Nostalgia (Palgrave Macmillan, 2011) and has contributed articles to Screen, Cinema Journal, Journal of British Cinema and Television, and Critical Studies in Television.

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      MUSEUMS AND THE CHALLENGE OF TRANSMEDIATION

      The Case of Bristol’s Wildwalk

       Nils Lindahl Elliot

      Can the design of a museum so blur the boundaries between its own genre and those of other media – for example, the media of mass communication, or indeed the newer digital media – so as to transform the museum into something akin to a peripatetic version of those media? Is such a transformation not only feasible but desirable? And if it is, what challenges do designers face in the quest for what can be termed the “mediazation” of museums?

      I understand mediazation in much the same way as John B. Thompson (1990), that is, as the process by which a growing number of spheres of modern culture have come to be affected directly and indirectly by the media of mass communication and, more recently, by the technologies associated with the so-called digital culture. While the political sphere offers perhaps the most obvious example of the process in question, mediazation has affected countless other fields, ranging from everyday consumption and lifestyle choices to the structuring of the leisure industry itself.

      Museums are no exception. Museum designers have long sought to find ways of incorporating changing techniques and technologies of mediated representation within existing genres of display. In one recent intervention, the director of the Clevedon Museum of Art put mediazation in dramatic focus when he suggested that “Every museum is searching for this holy grail, this blending of technology and art.” He did so in reference to his own institution’s much celebrated incorporation of tablet computers as a means by which visitors could locate artworks within the institution and engage in a variety of interactive practices (Bernstein 2013).

      FIGURE 3.1 Wildwalk, Bristol, UK.

      Photo: Mark Boyce, February 3, 2007.

      Wildscreen was very much a hybrid science museum, combining modes of representation and display typically found in natural history museums – for example, fossil casts and accounts of the nature of the evolutionary process – with consoles of the kind associated with science centers and participatory science museums (Figure 3.1). At the same time, Wildscreen had numerous living animals on display, and included a walk-through botanical house, one part of which evoked the kind of immersive simulacra of tropical forests often found in the newest generations of zoos.

      In the year it opened, large numbers of visitors traveled to see @Bristol thanks to a massive publicity campaign and the project’s association with Britain’s millennium celebrations. However, after the first year, it became clear that @Bristol would fail to attract the required number of visitors – a number which Gillian Thomas, @Bristol’s chief executive during the building and opening phase, described as a “modest” 200,000 visitors per attraction per year.1 A name change from Wildscreen to Wildwalk and a shift in emphasis from the then futuristic “@ Bristol” to the almost pleonastic “At-Bristol” failed to improve attendance levels. By 2006, Wildwalk was attracting fewer than 150,000 visitors, and a significant proportion of these visitors were school groups.2 While this was by no means an insignificant figure, it was financially unsustainable for an institution whose running costs were comparatively high thanks to the display of living animals and a climate-controlled botanical house.

      The IMAX theater also failed to produce the required attendance level. Once the start-up funds for the overall complex were used up, At-Bristol was forced to carry two underperforming attractions. Its classification as a science center meant that the complex could not benefit from the state subsidies given in the United Kingdom to museums, and so, in early 2007, the trustees of the charity that ran At-Bristol decided to sacrifice Wildwalk and the IMAX and to focus all available resources on the Explore science center.

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