Abstract
This chapter reflects on museums’ use of immersive media (IM) as a specific form of presentation. Augmented Reality and Virtual Reality have long since found their way into museums. Considering that the museum itself is effectively a stage on which objects are displayed to the public in a way intended to convey meaning, one can assume that immersive installations build on an already semiotically complex reality. By drawing on the concept of theatricality, as defined in cultural studies, as well as contributions made by micro-sociology, a conceptual framework is proposed to understand and analyze IM in the museum. Against this background, two theses are discussed: First, to create a meaningful experience, curators have to manage a specific form of perspectivity to integrate physical space, and the rules applied to it, into its augmentation. Second, like every form of media, IM must develop strategies to cope with technical imperfection by creating a sense of immediacy.
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Notes
- 1.
Cited from a tweet by Cook on October 21, 2018 (https://twitter.com/tim_cook/status/1054090018455777280?lang=de, retrieved on December, 21, 2020).
- 2.
- 3.
In marker-based Augmented Reality this is usually achieved by a photographic registration of the physical object that is then compared with the image perceived by the Head Mounted Device.
- 4.
Retrieved from https://www.youtube.com/watch?v=e8reAZ_GzFA (December 30, 2020).
- 5.
The effect can be seen in a YouTube video retrieved from https://www.youtube.com/watch?v=7agVb4IG16M (December 30, 2020).
- 6.
As is possible in the Casanova Museum in Venice.
- 7.
As is possible in the above-mentioned Smithsonian in Washington.
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Pranz, S. (2021). Immersive Installations in Museum Spaces: Staging the Past. In: Geroimenko, V. (eds) Augmented Reality in Tourism, Museums and Heritage. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-70198-7_7
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