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A Crisis of Authority: New Lamps for Old – By Susan Hazan. Chapter 7. By: Paul Vang. Introduction. Efficiency of new media in museum and does new media in the museum modify relationship between the museum and visitor in a meaningful way?

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  • Efficiency of new media in museum and does new media in the museum modify relationship between the museum and visitor in a meaningful way?
  • According to the AAM (American Association of Museums) Code of Ethics for Museums - Held a event called the Civic Engagement: A Challenge to Museums
  • This chapter describes new media intervention
museum dialogues
Museum Dialogues
  • ICOM (International Council of Museums) defined a museum as “a non-profit-making, permanent institution in the service of society and of its development, and open to the public which acquires, conserves, researches, communicates and exhibits, for purposes of study, education and enjoyment, material evidence of people and their environment.
  • The digital museum does not attempt to replace the material object with an electronic surrogate, but instead open up to new possibilities.
floating above the community
Floating above the Community
  • The phrase that the museum is “Floating above the community” simply means that the museum is not as hospitable as they wanted it to be.
  • Museum began to offer wide range of services to the public in order to become more hospitable and seem more inviting.
a variety of perspectives
A Variety of Perspectives
  • Museum tends to send out mixed messages
  • Eenlarging our audiences to include underserved populations and novice learners… and yet we continue not to accommodate them: we demand that they accommodate us and then wonder why they do not visit our galleries” laineHeumannGurian quotes “ we espouse the goal of
  • The internet has the world largest audience, could it be applied to museum?
hands on minds on the active participant
Hands-on, Minds-on: The Active Participant
  • The museum experience through hands-on interactivity-Anne Fray notes “whilst we only remember ten percent of what we read, we remember ninety percent of what we say and do”
  • The museum experience through minds-on participation- CAVE, a Automatic Virtual Environment, is a room-sized, advanced visualization tool that combines high-resolution, stereoscopic projection and a 3D illusion of complete sense of presence
  • This chapter suggest how new media intervention – not as “new lamps for old,” but as new iterations of traditional strategies of display and interpretation – may serve to confront some of these criticisms – Foundation for the Hellenic World has illustrated