As its name states, ViRS (Virtual Roman Shipwreck) Museum is a virtual museum. But what do we mean when we deal with a "virtual museum"?
Prof. Simona Caraceni provided a new definition of ‘virtual museum’ (Caraceni 2015), taking into consideration several definitions of virtual museum, as well as observing of the growing number of them from direct experience, literature review, launch events and academic and professional community meetings.
First of all, ICOM’s definition of museums can be considered the main benchmark due to its status as the most important museum institution in the world, with a strong commitment to the conservation, continuation and communication of the world’s natural and cultural heritage, present and future, tangible and intangible. Created in 1946, ICOM is a nongovernmental organization (NGO) maintaining formal relations with UNESCO and having a consultative status with the United Nations Economic and Social Council.
According to the ICOM Statutes, adopted by the 22nd General Assembly in Vienna, Austria, on 24 August, 2007, the latest ICOM’s definition of ‘museum’ is as follows:
“A museum is a non-profit, permanent institution in the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits the tangible and intangible heritage of humanity and its environment for the purposes of education, study and enjoyment."
Prof. Caraceni defined virtual museums as museums fulfilling the following conditions:
The first comes from an official ICOM document that appeared in ICOM News, covering the new dignity to be held by of virtual museums, as compared to the ‘traditional’ ones that preserve, acquire and show collections made up of real tangible objects (Donahue, 2004:1). If ICOM began to consider digital collections as equivalent of their tangible ones counterparts, this means that the ICOM standard can also apply to virtual museums. In turn this entails that the virtual museum must guarantee the inalienability of the collection, the condition of permanent institution, the existence of a statute or an internal regulation for the functioning of the virtual museum. Moreover, fundamental is also the preservation of digital assets in a format capable of lasting for years, or capable of being upgraded periodically by museum professionals in order to make it accessible for virtual visitors, and so on.
Researching different definitions of museums and virtual museums from different periods, a taxonomy eventually emerged from the observation of examples of virtual museums, using an observation–methodology: the non-chronological aspect of the taxonomy is due to the fact that, even certain practices are older than others (because social networks were created after hypertextual links, forums or the possibility of building 3D reconstructions), some practices are still used as valid examples of virtual museums, so it is not useful for them to be considered as historical groupings.
For each of the six categories, there is a scheme in which it is described the main quality of the group of virtual museum to which it belongs, using as a basis the museum’s communication need that this category has the aim to enhance. This main quality will also be employed as the ‘title’ used discursively to refer to the category instead the letter of classification (such as A, B, C, D, E, F).
In the case of ViRS Museum, the chosen category of the taxonomy that represents it is the letter C. All the six categories are briefly shown here, but only letter C is deeply examined. Please refer to Caraceni 2015 if you want to read it in all its sections.
Need to be enhanced | Interaction | Space | Content | Virtual/Real | |
---|---|---|---|---|---|
A | Marketing | Open | Closed | Selected objects | Virtual on real, virtual with real |
B | Educations | Closed | Closed | Selected objects | Virtual on real |
C | Exhibition | Open | Closed | Selected objects | Real with virtual |
D | Collections | Open | Open | All collection | Virtual with real |
E | Interpretation | Open | Open | Selected works/All collection | Virtual with virtual |
F | Experimentation | Open | Open | Selected works/All collection | Virtual with real |
In this scheme, the six categories are to be considered in this syntax, a quick description of the virtual museum category:
In particular:
As already specified in the previous section, according to the way in which this museum was designed, it fully falls into
Category 'C': Virtual museum enhancing museum EXHIBITIONS with OPEN INTERACTION in a CLOSED SPACE showing SELECTED OBJECTS from the museum collection, NOT allowing visitor CONTRIBUTIONS.
The table of the category 'C', therefore, is structured as:
CATEGORY 'C' | |
---|---|
Need | Exhibition |
Interaction | Open ('gesture based') inside the galleries |
Space | Closed |
Content | Selected objects |
Virtual/Real | Real with virtual |
Visitors contributions | Not allowed |
Quoting Prof. Caraceni's words, in fact "Museums opting for this kind of solution aim to enhance visitors’ experience of museum galleries, offering an interactive, immersive experience. [...] this virtual museum model includes all exhibitions using onsite gesture-based technology or the use of Augmented Reality gesture and device based technology, linked to view only and only inside the actual galleries of the museum (and without any outsideofthegallery offsite browsing). In this case interaction with the objects and/or information is gesture based, that is to say not mediated by a keyboard and/or mouse or console, but involves the visitor’s body taken as a whole (for example installations that require sensors to be activated), or an action to be taken by visitor (touching, pulling, pushing, tapping on a screen). However there is no interactivity with the object/information on display. Visitors cannot add contents or comments; all they can do is use gesture based technology in order to view additional information on the objects on display in the gallery or to reveal extra contents. [...] However, even if visitor contributions to the collections are not allowed, due to the interactive nature of this kind of museum, the ‘pattern’ of the visit depends on visitors’ choices, thus is ‘personalized’: so they can have a completely different visit the next time they come back to the museum."
This is exactly what happens with ViRS gesture-based and/or AR experiences such as the Fish-Making (link to Fish-Making and Amphorae-Making in "Visit" link link to Fish-Making in "Technologies" page), motion-sensors projections of fish and of seamen, activated by gestures or visitors' presence (link to projections of fish in "Visit" page; link to projections of seamen in "Visit" page; and link to both of them in "Technologies" page), and the AR reconstruction of broken artifacts by means of tablets (link to AR in "Visit" page; link to AR in "Technologies" page).
Moreover, building a table that makes the Museum fit into the category listed above, the result would be:
VIRS MUSEUM | |
---|---|
Need | Exhibition |
Example | Interactive experiences (gesture and touch based, VR, AR) inside the museum |
Technology | Inside the museum, touch screens, computer displays, monitors, AR, VR, projections with motion sensors |
Content | Digital movies, texts, audio, VR and AR games, images |
Virtual/Real | Real with virtual |
Visitors Experience | 'Stunning', both for the casual and for the greedy visitor |
Let's analyze in depth the table about category 'C' for ViRS Museum: