Museums

Museum without Walls

Museum without Walls

Museum without Walls

Riverine Archive, VR screen capture (© Antonopoulou & Dare).

David Hall, TV Interruptions: The Installation, 1971. Schematic showing 3D construction of Hantarex monitor in Maya software by Sang Hun Yu (© University of Dundee/Estate of David Hall).

Perceptions of the real in museums run the risk of creating a reality of fragmented discourses that, when removed from their original context, prevent us from perceiving an another reality, entirely diverse from our own, building a distorted image of the "other".

David Hall, TV Interruptions: The Installation, 1971. VR setup at Besides the Screen Conference, Kings College, London, 2018 (© Adam Lockhart).

Vitória 18,35 horas (Raphael Samú, screen printing on paper, undated) - access in augmented reality

Weekly meeting of the contidonãocontido project, with the curators-educators.

Photogrammetry mapping of Roman amphorae in the Mediterranean Culture room. Photos were obtained using a drone because the floor of the room was covered by pieces of collection items, making it impossible to reach these items.

In opposition to the objects collected from the rubble of Providência, the archaeological finds that a century ago had been thrown there as leftovers now performed singularity, flaunting the strength of those who, in a gesture of insubmission to gravity and oblivion, had returned to the surface.

© The Kremer Museum

These environments seek to recreate two installations by the pioneer British video artist David Hall: A Situation Envisaged: The Rite II (Cultural Eclipse) (1988-90) and TV Interruptions (7 TV Pieces): The Installation (1971/2006). They were both conceived by researcher Adam Lockhart, in collaboration with artists Rhoda Ellis and Sang-Hun Yu, as experiments in the use of virtual reality for the simulation and preservation of media artworks.

The initiative represents an informal development of the research project Rewind: British Artists’ Video in the 1970s & 1980s, from the College of Art and Design at the University of Dundee, Scotland, which has recovered and remastered more than 450 works. It is from this collection from which the video matrices used in the virtual galleries came. The rest of the components were modeled in 3D in order to imitate the equipment and the original layout of Hall’s pieces. A great deal of attention has been paid to the design of cathode-ray monitors that look and behave in a credible manner.

Both environments exemplify how virtual reality can be used to provide the experience of the qualities of a media object that do not fit in the single-channel record. Used in this way, simulation offers new ways for art history to deal with the problems caused by the physical degradation of works and the obsolescence of its technological components.

This does not mean, however, that the translation of the installations into the new medium has been fully accomplished. The videos’ framerate, for example, had to be reduced in order to guarantee the stability of their simultaneous playback in the virtual environment. Adaptations like this indicate the construction of a new type of computational realism conditioned by an economy of processing resources.

Virtual Hall

Ongoing