The document discusses Black History Month, which is celebrated in October in the UK and aims to encourage diversity and celebrate the cultural achievements of Black people. While some argue it provides an important focus, others question why Black history should be relegated to a single month. The founder of Black History Month originally intended for it to be unnecessary once Black history was celebrated all the time by society, but more progress still needs to be made toward that goal.
The document provides information about Michael Jackson's music video for his song "Earth Song". It was the third single from his HIStory album and focused on the destruction and rebirth of Earth. The lavish music video was filmed in four geographic regions and received praise, winning awards. Critic reviews of the song ranged from calling it a noble showpiece to sappy and overblown.
This document provides information about economics courses and guest speakers at a university. It lists economics minor and concentration requirements which include courses in microeconomics, macroeconomics, economic development, money and banking, and international economics. It also mentions a special guest speaker presenting in room 123 at 7:00pm tonight.
Rich Cherry, co-chair of MuseWeb, David London, Chief Experience Officer, The Peale, and Hiroko Kusano, conference organizer from MuseWeb talk about what is virtual tours for museums, how to create a meaningful virtual tours for your institution, and challenges.
Big Data and the Visitor Journey: Using Data Science to Understand Visitor Ex...MuseWeb Foundation
This talk was presented at MW20 on April 4, 2020.
The Web page for this presentation can be found at:
https://mw20.museweb.net/proposal/big-data-and-the-visitor-journey-using-data-science-to-understand-visitor-experience-in-the-artlens-gallery-and-beyond/•
This presentation will discuss why we hired a data scientist to understand visitor experience at the Cleveland Museum of Art, in the ArtLens Gallery and beyond... Since the MW20 conference happened virtually, we decided to discuss how we continued to work together while the museum was closed and everyone was working remotely.
Learn more about the Cleveland Museum of Art at https://www.clevelandart.org/
MW20 Artificial Intelligence in the service of creative storytellingMuseWeb Foundation
MuseWeb 2020 presentation about creative use of AI in museum space. The presentation documents an interactive installation designed & created in 2019 by Superskrypt for Warsaw Rising Museum in Poland.
How to Build, When to Buy: Scalable Tactics for Digital Projects and ServicesMuseWeb Foundation
Knowing when to build or buy software is an ongoing topic that has existed for decades, but answers evolve alongside trends in museum staffing and software business models.
How do you respond when vendors and agencies are filling your inbox with listicles on why you should buy their solutions? What if an energetic developer wants to build sharable and open solutions that will require maintainers? How can museums with very different resources and personnel share tactics in a meaningful way?
The document discusses Black History Month, which is celebrated in October in the UK and aims to encourage diversity and celebrate the cultural achievements of Black people. While some argue it provides an important focus, others question why Black history should be relegated to a single month. The founder of Black History Month originally intended for it to be unnecessary once Black history was celebrated all the time by society, but more progress still needs to be made toward that goal.
The document provides information about Michael Jackson's music video for his song "Earth Song". It was the third single from his HIStory album and focused on the destruction and rebirth of Earth. The lavish music video was filmed in four geographic regions and received praise, winning awards. Critic reviews of the song ranged from calling it a noble showpiece to sappy and overblown.
This document provides information about economics courses and guest speakers at a university. It lists economics minor and concentration requirements which include courses in microeconomics, macroeconomics, economic development, money and banking, and international economics. It also mentions a special guest speaker presenting in room 123 at 7:00pm tonight.
Rich Cherry, co-chair of MuseWeb, David London, Chief Experience Officer, The Peale, and Hiroko Kusano, conference organizer from MuseWeb talk about what is virtual tours for museums, how to create a meaningful virtual tours for your institution, and challenges.
Big Data and the Visitor Journey: Using Data Science to Understand Visitor Ex...MuseWeb Foundation
This talk was presented at MW20 on April 4, 2020.
The Web page for this presentation can be found at:
https://mw20.museweb.net/proposal/big-data-and-the-visitor-journey-using-data-science-to-understand-visitor-experience-in-the-artlens-gallery-and-beyond/•
This presentation will discuss why we hired a data scientist to understand visitor experience at the Cleveland Museum of Art, in the ArtLens Gallery and beyond... Since the MW20 conference happened virtually, we decided to discuss how we continued to work together while the museum was closed and everyone was working remotely.
Learn more about the Cleveland Museum of Art at https://www.clevelandart.org/
MW20 Artificial Intelligence in the service of creative storytellingMuseWeb Foundation
MuseWeb 2020 presentation about creative use of AI in museum space. The presentation documents an interactive installation designed & created in 2019 by Superskrypt for Warsaw Rising Museum in Poland.
How to Build, When to Buy: Scalable Tactics for Digital Projects and ServicesMuseWeb Foundation
Knowing when to build or buy software is an ongoing topic that has existed for decades, but answers evolve alongside trends in museum staffing and software business models.
How do you respond when vendors and agencies are filling your inbox with listicles on why you should buy their solutions? What if an energetic developer wants to build sharable and open solutions that will require maintainers? How can museums with very different resources and personnel share tactics in a meaningful way?
MW20 presentation by Eric Schmalz and Michael Haley Goldman:
Citizen History - so close or too far? Current results from Citizen History and the Problems of Creating Participatory Projects
The purpose of this presentation is to present the Smithsonian’s National Air and Space Museum as a case study of a cultural heritage institution that is completely revamping its approach to inclusion through setting a new standard for accessibility of its digital exhibition interactives and media. Considered a vital part of transforming the museum, NASM has had to re-examine all aspects of producing digital exhibition elements in pursuit of its new approach, and will share this, as well as lessons learned along the way. I will direct this presentation primarily to cultural heritage professionals who are creating a new exhibition or redoing all of their exhibitions, and who are looking to improve the inclusivity of their digital interactives and media pieces. From this presentation, these cultural heritage professionals would gain an understanding of: 1) considerations that go into a wholesale revamping of a cultural institution’s revamping of their accessibility approach; 2) tactics for improving the inclusivity of their interactives for people with vision, brain, hearing, and mobility-based disabilities; and 3) internal and external stakeholders to involve throughout the process.
Prototyping in collaboration with university librariesMuseWeb Foundation
The document discusses research ethics board approval and user testing. Any research involving testing individuals, regardless of age, requires REB approval. The only exception is purely observational research observing how individuals interact or react. Depending on the research, approval from the REB could take up to 4 weeks, though clarification of research details often results in longer wait times. The document provides contact information for Erin Canning at the Aga Khan Museum and Michael Carter-Arlt at Ryerson University Library for further discussion on collaborating and prototyping.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow and levels of neurotransmitters and endorphins which elevate and stabilize mood.
Magus Cagliostro, Wonders.do, Israel: Art of Escape, Magic, and immersive sto...MuseWeb Foundation
In the past years the concept of Immersive Storytelling has taken root in art and play, entering fields such as theatres, documentaries, games and education. The idea is to break the barriers between spectator and media and to create a "real life" experience – for amusement or instruction. Magus Cagliostro has been using principles of Immersive Storytelling and "real life" experience in a different way: It all began with a search for creative ways to bring new audiences to museums and to control audience flow. The idea was to use principles of Immersive Storytelling to create a fascinating story that is based on the museum's contents, but which takes place entirely within the players minds. Since the summer of 2017, six exciting projects were created by Cagliostro in collaboration with museums in Israel and Europe. The stories are based on a specific scene and its contents – whether it is Art, history or science. By doing this, the plot merges with the scene and the players become closely involved with it as they follow the game. Virtual reality is achieved by purely analogue means, relying on the audience’s own power of imagination. Now, Magus Cagliostro, escape artist and magician, invites you to learn more about how escape art, magic performance, and storytelling can be applied to the sphere of museum curating. Come and see how the basic museum visit can be turned into an entirely new experience, full of surprises, mystery and magic. In this limitless escape game, there is always more than meets the eye, and there is no one better to reveal that than a true magician.
Telling and Sharing Stories Online about Museum ObjectsMuseWeb Foundation
This document discusses new tools that make it easy for museums to create and share online stories about objects. It provides background on how creating interactive multimedia content for museums used to be difficult due to limitations of technologies like Flash. However, new technologies like cloud computing, IIIF, and frontend frameworks now make the process simpler and more accessible. The document gives examples of museums using these new technologies and demos the Cogapp platform. It envisions future extensions to support more media types and interpretive features.
Digital social innovation and the evolving role of digital in museums haith...MuseWeb Foundation
Presentation at MW19 Conference in Boston, MA (April 2-6, 2019). Link to the published paper: https://mw19.mwconf.org/paper/digital-social-innovation-and-the-evolving-role-of-digital-in-museums/
At the Auckland Museum, we are looking at how can we harness the power of a global workforce, free software, and social media to embrace the changes made by the digital revolution. Can we use the “gig economy,” machine learning, and the power of the crowd to solve our backlog problems head-on? Can these new ways of working help us to free our time for the more creative and innovative aspects of our roles? Is it better to have an AI-created record online than no record at all? What are the ethical implementations of automated, computer-generated content for museums?
Understanding Access: Translation Services and Accessibility Programs MW19 Li...MuseWeb Foundation
Understanding Access: Translation Services and Accessibility Programs
Inclusive Design Incubator
Will Lach, Eriksen Translations Inc., USA
Translation services and accessibility programs are too often considered as separate resources in the museum sector. This talk examines ways in which museums have strengthened their programming by combining both services, and–as a glimpse at a possible future–ways in which other sectors are leading the way in this area.
The document discusses designing an audio walk with no interface. It provides examples of past audio walks that used various interfaces and draws attention away from the environment. The proposed "no interface" audio walk would attach audio narratives directly to locations of historical significance using permanent physical pointers at each site. A prototype was created where sound, music and narratives were played when visitors stood near red signs installed at specific outdoor spots in Copenhagen that were part of the BZ anarchist movement. Testing showed this "no interface" design allowed visitors to focus their full attention on taking in the sites and stories.
Approaching “Dark Heritage” Through Essential Questions: An Interactive Digit...MuseWeb Foundation
The potential of digital storytelling in cultural heritage has been widely recognized as an effective technique for communicating heritage interpretation to the public. In this paper, we explore its application in a "dark heritage" setting—a cultural heritage site associated with death, atrocity and human depravity. Although literature within the field of dark heritage emphasizes a fascination with death as the main (if not sole) motive for visiting, according to some studies and the visitor study we performed in the context of our work, motives are in fact varied, and include a desire to learn and understand the history presented and an interest in having an emotional heritage experience. Borrowing from education, we use the notion of "essential questions" as a tool to lead to a deeper understanding of human nature. Following a user-centered design methodology, we develop an interactive digital storytelling experience for the Criminology Museum of the University of Athens. The resulting experience is adapted so as to be tested on-site and through the web. We conclude the work with our insight on guidelines for sites with similar characteristics as well as addressing open issues and challenges for the application of digital storytelling in dark-heritage contexts.
An Illumination of Trajan’s Weapons Frieze and
Open-source Models For Exhibition Development and Hands-on Storytelling. Todd Berreth, Maurizio Forte, Nevio Danelon and Connor Shipway
Reimagining the Audio Tour for Levinthal’s War, Myth, DesireMuseWeb Foundation
Kate Meyers Emery, George Eastman Museum, USA
The works featured in David Levinthal’s War, Myth, Desire gave us a unique challenge when designing the engagement around it: the photographs feature toys, but they are put into adult scenarios. Topics of his works include using green army men to depict World War II, figurines in various states of bondage, and a series called Bad Barbie, where barbie dolls, well… go bad. In order to be open about the nature of his works, and inspire our guests to talk about them, we decided to forgo the normal audio tour and create a podcast.
Podcasts are a forms of digital audio that often prioritizes discussion and dialogue over one-way lectures. Instead of having someone tell you how you’re supposed to feel or what you’re supposed to be seeing, we imagined a podcast that would be a discussion between the hosts, the artist, and a variety of experts who could offer different opinions on the work. The hope was that the guests would feel that they too could have varying opinions, and experts could place Levinthal’s work into the broader historical and cultural context.
Though it took much longer to produce and coordinate than an average audio tour, the results have been worth it. The 30-minute podcast features a diverse group of voices that offer opinions on topics from the history of toys to black memorabilia to the Wild West. We found an increase in visitor engagement with the audio, that it improved interaction within the exhibition, and that we were able to use clips and quotes from the audio in a variety of ways to improve the exhibition both on site and online.
This document discusses using augmented reality as a tool for decolonization. It proposes developing an intellectual framework that involves reconsidering museum processes and collection interpretation by employing a decolonized knowledge system. This would involve analyzing limitations in physical spaces, working collaboratively with Indigenous people, and creating a virtual immersive interaction. The goal is to develop an additive, collaborative, and iterative process using augmented reality to help decolonize traditional museum knowledge systems.
Providing Choice and Control In a 360 Degree Environment For Those with Low o...MuseWeb Foundation
Providing Choice and Control In a 360 Degree Environment For Those with Low or No Hearing, Lightening Talk by Max Evjen at MuseWeb 2019 Conference, Boston, MA., April 5th, 2019.
Prototyping AR in a University Museum: How User Tests Informed an Accessibili...MuseWeb Foundation
Prototyping AR in a University Museum: How User Tests Informed an Accessibility Plan Including and Beyond the Museum. Talk by Max Evjen at MuseWeb, Boston, MA., April 5th, 2019.
MW20 presentation by Eric Schmalz and Michael Haley Goldman:
Citizen History - so close or too far? Current results from Citizen History and the Problems of Creating Participatory Projects
The purpose of this presentation is to present the Smithsonian’s National Air and Space Museum as a case study of a cultural heritage institution that is completely revamping its approach to inclusion through setting a new standard for accessibility of its digital exhibition interactives and media. Considered a vital part of transforming the museum, NASM has had to re-examine all aspects of producing digital exhibition elements in pursuit of its new approach, and will share this, as well as lessons learned along the way. I will direct this presentation primarily to cultural heritage professionals who are creating a new exhibition or redoing all of their exhibitions, and who are looking to improve the inclusivity of their digital interactives and media pieces. From this presentation, these cultural heritage professionals would gain an understanding of: 1) considerations that go into a wholesale revamping of a cultural institution’s revamping of their accessibility approach; 2) tactics for improving the inclusivity of their interactives for people with vision, brain, hearing, and mobility-based disabilities; and 3) internal and external stakeholders to involve throughout the process.
Prototyping in collaboration with university librariesMuseWeb Foundation
The document discusses research ethics board approval and user testing. Any research involving testing individuals, regardless of age, requires REB approval. The only exception is purely observational research observing how individuals interact or react. Depending on the research, approval from the REB could take up to 4 weeks, though clarification of research details often results in longer wait times. The document provides contact information for Erin Canning at the Aga Khan Museum and Michael Carter-Arlt at Ryerson University Library for further discussion on collaborating and prototyping.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow and levels of neurotransmitters and endorphins which elevate and stabilize mood.
Magus Cagliostro, Wonders.do, Israel: Art of Escape, Magic, and immersive sto...MuseWeb Foundation
In the past years the concept of Immersive Storytelling has taken root in art and play, entering fields such as theatres, documentaries, games and education. The idea is to break the barriers between spectator and media and to create a "real life" experience – for amusement or instruction. Magus Cagliostro has been using principles of Immersive Storytelling and "real life" experience in a different way: It all began with a search for creative ways to bring new audiences to museums and to control audience flow. The idea was to use principles of Immersive Storytelling to create a fascinating story that is based on the museum's contents, but which takes place entirely within the players minds. Since the summer of 2017, six exciting projects were created by Cagliostro in collaboration with museums in Israel and Europe. The stories are based on a specific scene and its contents – whether it is Art, history or science. By doing this, the plot merges with the scene and the players become closely involved with it as they follow the game. Virtual reality is achieved by purely analogue means, relying on the audience’s own power of imagination. Now, Magus Cagliostro, escape artist and magician, invites you to learn more about how escape art, magic performance, and storytelling can be applied to the sphere of museum curating. Come and see how the basic museum visit can be turned into an entirely new experience, full of surprises, mystery and magic. In this limitless escape game, there is always more than meets the eye, and there is no one better to reveal that than a true magician.
Telling and Sharing Stories Online about Museum ObjectsMuseWeb Foundation
This document discusses new tools that make it easy for museums to create and share online stories about objects. It provides background on how creating interactive multimedia content for museums used to be difficult due to limitations of technologies like Flash. However, new technologies like cloud computing, IIIF, and frontend frameworks now make the process simpler and more accessible. The document gives examples of museums using these new technologies and demos the Cogapp platform. It envisions future extensions to support more media types and interpretive features.
Digital social innovation and the evolving role of digital in museums haith...MuseWeb Foundation
Presentation at MW19 Conference in Boston, MA (April 2-6, 2019). Link to the published paper: https://mw19.mwconf.org/paper/digital-social-innovation-and-the-evolving-role-of-digital-in-museums/
At the Auckland Museum, we are looking at how can we harness the power of a global workforce, free software, and social media to embrace the changes made by the digital revolution. Can we use the “gig economy,” machine learning, and the power of the crowd to solve our backlog problems head-on? Can these new ways of working help us to free our time for the more creative and innovative aspects of our roles? Is it better to have an AI-created record online than no record at all? What are the ethical implementations of automated, computer-generated content for museums?
Understanding Access: Translation Services and Accessibility Programs MW19 Li...MuseWeb Foundation
Understanding Access: Translation Services and Accessibility Programs
Inclusive Design Incubator
Will Lach, Eriksen Translations Inc., USA
Translation services and accessibility programs are too often considered as separate resources in the museum sector. This talk examines ways in which museums have strengthened their programming by combining both services, and–as a glimpse at a possible future–ways in which other sectors are leading the way in this area.
The document discusses designing an audio walk with no interface. It provides examples of past audio walks that used various interfaces and draws attention away from the environment. The proposed "no interface" audio walk would attach audio narratives directly to locations of historical significance using permanent physical pointers at each site. A prototype was created where sound, music and narratives were played when visitors stood near red signs installed at specific outdoor spots in Copenhagen that were part of the BZ anarchist movement. Testing showed this "no interface" design allowed visitors to focus their full attention on taking in the sites and stories.
Approaching “Dark Heritage” Through Essential Questions: An Interactive Digit...MuseWeb Foundation
The potential of digital storytelling in cultural heritage has been widely recognized as an effective technique for communicating heritage interpretation to the public. In this paper, we explore its application in a "dark heritage" setting—a cultural heritage site associated with death, atrocity and human depravity. Although literature within the field of dark heritage emphasizes a fascination with death as the main (if not sole) motive for visiting, according to some studies and the visitor study we performed in the context of our work, motives are in fact varied, and include a desire to learn and understand the history presented and an interest in having an emotional heritage experience. Borrowing from education, we use the notion of "essential questions" as a tool to lead to a deeper understanding of human nature. Following a user-centered design methodology, we develop an interactive digital storytelling experience for the Criminology Museum of the University of Athens. The resulting experience is adapted so as to be tested on-site and through the web. We conclude the work with our insight on guidelines for sites with similar characteristics as well as addressing open issues and challenges for the application of digital storytelling in dark-heritage contexts.
An Illumination of Trajan’s Weapons Frieze and
Open-source Models For Exhibition Development and Hands-on Storytelling. Todd Berreth, Maurizio Forte, Nevio Danelon and Connor Shipway
Reimagining the Audio Tour for Levinthal’s War, Myth, DesireMuseWeb Foundation
Kate Meyers Emery, George Eastman Museum, USA
The works featured in David Levinthal’s War, Myth, Desire gave us a unique challenge when designing the engagement around it: the photographs feature toys, but they are put into adult scenarios. Topics of his works include using green army men to depict World War II, figurines in various states of bondage, and a series called Bad Barbie, where barbie dolls, well… go bad. In order to be open about the nature of his works, and inspire our guests to talk about them, we decided to forgo the normal audio tour and create a podcast.
Podcasts are a forms of digital audio that often prioritizes discussion and dialogue over one-way lectures. Instead of having someone tell you how you’re supposed to feel or what you’re supposed to be seeing, we imagined a podcast that would be a discussion between the hosts, the artist, and a variety of experts who could offer different opinions on the work. The hope was that the guests would feel that they too could have varying opinions, and experts could place Levinthal’s work into the broader historical and cultural context.
Though it took much longer to produce and coordinate than an average audio tour, the results have been worth it. The 30-minute podcast features a diverse group of voices that offer opinions on topics from the history of toys to black memorabilia to the Wild West. We found an increase in visitor engagement with the audio, that it improved interaction within the exhibition, and that we were able to use clips and quotes from the audio in a variety of ways to improve the exhibition both on site and online.
This document discusses using augmented reality as a tool for decolonization. It proposes developing an intellectual framework that involves reconsidering museum processes and collection interpretation by employing a decolonized knowledge system. This would involve analyzing limitations in physical spaces, working collaboratively with Indigenous people, and creating a virtual immersive interaction. The goal is to develop an additive, collaborative, and iterative process using augmented reality to help decolonize traditional museum knowledge systems.
Providing Choice and Control In a 360 Degree Environment For Those with Low o...MuseWeb Foundation
Providing Choice and Control In a 360 Degree Environment For Those with Low or No Hearing, Lightening Talk by Max Evjen at MuseWeb 2019 Conference, Boston, MA., April 5th, 2019.
Prototyping AR in a University Museum: How User Tests Informed an Accessibili...MuseWeb Foundation
Prototyping AR in a University Museum: How User Tests Informed an Accessibility Plan Including and Beyond the Museum. Talk by Max Evjen at MuseWeb, Boston, MA., April 5th, 2019.
Learn SQL from basic queries to Advance queriesmanishkhaire30
Dive into the world of data analysis with our comprehensive guide on mastering SQL! This presentation offers a practical approach to learning SQL, focusing on real-world applications and hands-on practice. Whether you're a beginner or looking to sharpen your skills, this guide provides the tools you need to extract, analyze, and interpret data effectively.
Key Highlights:
Foundations of SQL: Understand the basics of SQL, including data retrieval, filtering, and aggregation.
Advanced Queries: Learn to craft complex queries to uncover deep insights from your data.
Data Trends and Patterns: Discover how to identify and interpret trends and patterns in your datasets.
Practical Examples: Follow step-by-step examples to apply SQL techniques in real-world scenarios.
Actionable Insights: Gain the skills to derive actionable insights that drive informed decision-making.
Join us on this journey to enhance your data analysis capabilities and unlock the full potential of SQL. Perfect for data enthusiasts, analysts, and anyone eager to harness the power of data!
#DataAnalysis #SQL #LearningSQL #DataInsights #DataScience #Analytics
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Round table discussion of vector databases, unstructured data, ai, big data, real-time, robots and Milvus.
A lively discussion with NJ Gen AI Meetup Lead, Prasad and Procure.FYI's Co-Found
End-to-end pipeline agility - Berlin Buzzwords 2024Lars Albertsson
We describe how we achieve high change agility in data engineering by eliminating the fear of breaking downstream data pipelines through end-to-end pipeline testing, and by using schema metaprogramming to safely eliminate boilerplate involved in changes that affect whole pipelines.
A quick poll on agility in changing pipelines from end to end indicated a huge span in capabilities. For the question "How long time does it take for all downstream pipelines to be adapted to an upstream change," the median response was 6 months, but some respondents could do it in less than a day. When quantitative data engineering differences between the best and worst are measured, the span is often 100x-1000x, sometimes even more.
A long time ago, we suffered at Spotify from fear of changing pipelines due to not knowing what the impact might be downstream. We made plans for a technical solution to test pipelines end-to-end to mitigate that fear, but the effort failed for cultural reasons. We eventually solved this challenge, but in a different context. In this presentation we will describe how we test full pipelines effectively by manipulating workflow orchestration, which enables us to make changes in pipelines without fear of breaking downstream.
Making schema changes that affect many jobs also involves a lot of toil and boilerplate. Using schema-on-read mitigates some of it, but has drawbacks since it makes it more difficult to detect errors early. We will describe how we have rejected this tradeoff by applying schema metaprogramming, eliminating boilerplate but keeping the protection of static typing, thereby further improving agility to quickly modify data pipelines without fear.
The Ipsos - AI - Monitor 2024 Report.pdfSocial Samosa
According to Ipsos AI Monitor's 2024 report, 65% Indians said that products and services using AI have profoundly changed their daily life in the past 3-5 years.
4. '1.8', 2015 by Janet Echelman
Photographed by Ron Cogswell
5. The Book of Names
Photographed by Destructive Compliments
6. Untitled (Names on the 9/11 Memorial Fountain
Photographed by Sanderslelli
7. National Memorial for Peace and Justice Montgomery (AL) 2019
Photographed by Ron Cogswell
8. Field of Empty Chairs, Oklahoma City National Memorial
Photographed by KenLund
9. There are many areas that have explored some form
of physical visualization:
- Art as physical visualization
- Memorial installations as physical visualization
- Memorial spaces as physical visualization
10. Our experience with physical visualization in our
galleries:
- One Thousand Seventy-eight Blue Skies
- Liquidation
11. One Thousand Seventy-eight Blue Skies installation by Anton Kusters
United States Holocaust Memorial Museum Photographer: Joel Mason-Gaines
13. These physical spaces embody historical data sets.
How do visitors understand the data within them?
14.
15. Themes from audience responses:
- Curiosity and interaction
- Different perspective or frame of reference
- Affective understanding, feeling the data
20. Future work: what are the unique qualities of
physical, rather than screen- or print-based,
visualizations?
Editor's Notes
I was thinking of adding this slide to encourage people to follow up with us for further discussion. Unlike the format of a conference, we won’t talk to people at the end of the program, bump into them at other sessions, etc. so it seems worthwhile to start with encouraging additional dialogue.
What would we do in the future?
'1.8', 2015 by Janet Echelman -- The 'Wonder' Exhibit Renwick Gallery (DC) November 2015 photographed by Ron Cogswell
The Book of Names photographed by Destructive Compliments
Untitled (Names on the 9/11 Memorial Fountain) photographed by Sanderslelli
National Memorial for Peace and Justice Montgomery (AL) 2019 photographed by Ron Cogswell
Field of Empty Chairs, Oklahoma City National Memorial, Oklahoma City, Oklahoma photographed by Ken Lund
One Thousand Seventy-eight Blue Skies by Anton Kusters.United States Holocaust Memorial Museum. Photographer: Joel Mason-Gaines
Liquidation, original design by Sarah Maravetz and Gillian McCallion.