DRHA 2023 Book of Abstracts
DRHA 2023 Book of Abstracts
BOOK OF
ABSTRACTS
Funded by
Dipartimento di
Studi Umanistici CIRMA
In collaboration with
Book of Abstracts
Edited by
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
Cultural heritage plays a key role in shaping societies, identities, nations, and it has a strong
relevance as an asset in the economies of many countries (not only in highly developed
economies). It is important that individuals, communities and institutions develop a strong
engagement with their cultural heritage, both in terms of social awareness and economical
exploitation. That means researchers in cultural heritage must enter in a dialogue with notions
such as citizenship, social cohesion, political engagement, accessibility as well as with the
powers that govern and influence society such as political authorities, economic players,
industries, and media providers.
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DRHA EXHIBITION - RETTORATO: 10/9 (6:00-7:30 p.m.); 11-12-13/9 (1:00-3.00 p.m.)
OPENING
(5.30-7.30 P.M.)
DRHA Exhibition
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DRHA EXHIBITION - RETTORATO: 10/9 (6:00-7:30 p.m.); 11-12-13/9 (1:00-3.00 p.m.)
SPECIAL EVENT
(CLAB)
UnEarthed: The Beetle Story is created by Factory 42 in conjunction with Meta Immersive
Learning. Designed to inspire people to respect, protect and restore the planet, The Beetle Story
is one sequence of a multi-story adventure, set across the Amazon and the Tongass National
Forest. The player is a new research assistant, following ‘The Professor’ - the world’s leading
biodiversity expert - to gather research and learn about biodiversity. The Professor is played
by Indira Varma (HBO’s Game of Thrones, Disney +’s ‘Obi-Wan Kenobi’), and guiding
throughout is the Ecobot, Hazzi, a droid created by the Professor, voiced by Richard Ayoade
(Pixar’s ‘Soul’, Disney +’s ‘The Mandalorian’).
Factory 42 combines the magic of technology with the science of stories to create
emotionally engaging interactive experiences with purpose. Our team consists of leading
experts in game design and development, multi-sensory technology, animation, graphic design,
and immersive film, television, and live event production.
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DRHA EXHIBITION - RETTORATO: 10/9 (6:00-7:30 p.m.); 11-12-13/9 (1:00-3.00 p.m.)
Azman is an interactive narrative game concept This sound installation consists of an aural work
about the 1919 Egyptian Revolution against the based on the data gathered for the Naked Data
British occupation. Here presented as a video research project presented by Enrique Tabone and
installation, it introduces one of the most significant Toni Sant at DRHA 2022. This emerged from artistic
revolutions in the modern history of Egypt. Azman research on prehistoric female figurines found in
takes the player on a journey back in time, exploring Malta, which also led to the creation of a 3-meter-tall
images, meeting prominent Egyptian feminist role art installation called Ninfa. This originally appeared
models, and learning about their input in politics and as part of the Prestorjha exhibition at Spazju Kreattiv
society. The game allows players to become active in Valletta in March/April 2023. The sound art is
participants in critical events during the revolution. accompanied by a video document and three models
of Ninfa, which are based on the artist’s own body as
DAVID PRIOR seen through insights provided through the
(Falmouth University) prehistoric figurines. This data sonification presents
Of This Parish (Screening) the body elements as depicted in the Heritage Malta
figurine collection and captured in the dataset
Of This Parish is a film essay that follows St. Anthony developed by the artist Wikidata.
on a journey from a church tower to the threshold at
which its bells can be heard. The film is both a sonic TOMMASO CHERUBINI, LEONARDO CARDINALI, LUCA
portrait of the Parish of Sul and a meditation on the BEFERA
changing role of bells in a rural community. It was (MuTA Collective)
filmed on location in the parish of Sul and features Generative Symphony Project – Murazzi Variations II
the voice of Luís Costa, who was born in the region
and is one of the founders of the Binaural/Nodar, the The project shows a renewed perspective of the
art organization that co-produced the film with Murazzi – Turin's important cultural center
Liminal. Liminal is a UK studio, which explores the composed of several locations along the walls of the
relationship between, sound, space, and listening. Po riverside – mediated by digital factors and
generative elements. It enacts an audiovisual
installation in which archive materials are collected
and reproduced. The visual and sound data, relating
to artistic and cultural events that have occurred
there since the 1980s, are processed using machine
learning algorithms. Through the protagonists’
shreds of evidence, the installation retraces the
Murazzi evolution and context, in which artists such
as Subsonica, Willie Peyote, Vinicio Capossela,
Statuto, Linea 77, Africa Unite, and The Winstons
took part; at the same time, it revisits the audiovisual
contents through the unpredictable outputs
produced by artificial intelligence, projecting them
into the digital future towards which the city is
currently heading.
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DRHA EXHIBITION - RETTORATO: 10/9 (6:00-7:30 p.m.); 11-12-13/9 (1:00-3.00 p.m.)
VR EXPERIENCES
(SALA ATHENAEUM)
Abandoned in 1971, Al-Jazirah Al-Hamra in the The artwork is part of the research project
Emirate of Ras Al Khaimah was a tidal island and “Practicing Odin Teatret Archive”, being developed
village that was inhabited up to the formation and at Ghent University. It is a translation of the analog
unification of the United Arab Emirates. This project archives of Odin Theatre into an XR experience of
aims to retell its story as a material artifact of the embodied techniques. Odin Theatre group has a long
community that merged into the new federation. tradition of more than 60 years, in which it has
Stemming back to ancient times of the medieval developed its psychophysical techniques and
Julfar settlement, today an archeological site near practices for actor training. In this interactive
Ras al Khaimah, Al-Jazirah Al-Hamra is located on the artwork made for Oculus Quest 2, Marouda &
trade routes between Asia and Europe. Using Parente are showcasing some exercises which
technologies of photogrammetry and volumetric represent a translation process, by extracting the
time-based videography, this presentation is intrinsic qualities in each one of them and
exploring the potential of storytelling using the interpreting them into interaction scenarios. The
aesthetic of 3D point cloud and mesh project additionally explores how an entanglement
representational modes. This immersive of exercises can renegotiate the learning process and
experimental documentary uses a range of create space for new ways of experiencing one’s own
volumetric video capturing strategies and 3D scenic presence.
reconstruction workflows exploring the limits of
AR/VR presentation modalities.
ANANYA RAJOO
JOHN M. TOENJES (University of Galway)
(UIUC - University of Illinois Urbana-Champaign) A Virtual Drift Through the Intersections of Tangible and
Gaining Cultural and Historical Dance Knowledge and Skill Intangible Cultural Elements in the City of Galway.
Sets through the VR Dance Application “Master Dancer”
The audience interacts with a digital map of Galway,
A virtual reality adventure/activity, Master Dancer is Ireland, to navigate through its public spaces using
being developed as a template for learning about audio and visuals. The map will have highlighted
historical personages through contextualizing them, locations where the viewer can ‘stop’ and interact
through direct interaction with their virtual avatar, with digital representations of tangible elements of
and through exploring and learning some aspects of cultural heritage (pathways, arches, etc.) and listen
their work through gameplay. It features Loïe Fuller, to intangible elements in the public spaces such as
a dancer and theatrical innovator active in Europe in stories (traditions, folklore, etc.) or soundscapes
the early 20th century, whom we consider the related to the location (the sound of the river, market
“grandmother” of technology-based dance theater. bustle, boat horns, etc.). While the stories and
After creating an account at a virtual ticket booth, the soundscapes serve as the primary narrative for the
user explores the lobby of the Folies-Bergère Theater user, at certain locations the visuals add to the
in Paris, where Fuller made her name. In the theater experience of digitally drifting through the public
lobby, various historical contexts are explored by the spaces. This project is an immersive experience
user: a gallery of posters of Fuller’s performances by where the audience explores the cultural heritage of
artists such as Toulouse-Lautrec, videos of historical the city through varied sensory experiences. It is an
dances by Fuller and her imitators, and a photo overlap of perspectives - of everyday city dwellers, of
gallery of collaborators and artists who were tourists, of artists, of local historians, of merchants.
influenced by her, such as composer Florent Schmitt The audience can drift through, get lost in alleyways
and poet Stéphane Mallarmé, that surrounds a bust and corners, and reflect on their perception of places,
of Loïe Fuller. All of these function in the virtual of their existence and roles in public spaces, and the
world as quest markers, which lead to a virtual ways in which we consciously and unconsciously
encounter by the user with a talking virtual Loïe contribute to the evolution of the cultural heritage of
Fuller. our cities.
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DRHA EXHIBITION - RETTORATO: 10/9 (6:00-7:30 p.m.); 11-12-13/9 (1:00-3.00 p.m.)
VR PERFORMANCE
(COURTYARD)
There is something that touches us all when we can let go of our resistance and share a hug. The global pandemic
has destroyed our trust in this simple act. "Peaceful Places" are the spaces between our arms. Can we learn to hug
again? Hugging is a gesture that we all know and share from birth. Being in a hug forces us to confront our
vulnerabilities, sometimes with the discomfort of proximity, but it can also open a temporal space where we can
allow ourselves the luxury of slowing down and finally listening to ourselves. Peaceful Places allows everyone to
transform their emotional state into motion, training their empathy and body to hug. Real people, with real
emotional bonds, lead the participant’s movements by sharing their tenderness, becoming archetypal characters
with whom we can all identify.
IMMERSIVE EXPERIENCES
(CLAB)
JOAN KARLEN
(Independent Artist)
My Father's Song: Interaction Design Installation
Choreographer and media artist Joan Karlen invites participation and inclusion with digital media and contributes
to a wider range of ways of appreciating and understanding intersections between tangible and intangible
heritage. The installation juxtaposes large-scale public projection with private experience, and reflective content
with the grandeur of nature, the elements, ancestry, and generation. 19 projected, layered, and moving video
scenes are programmed to unfold quietly in 16-minute cycles revealing an array of visual stories altered by
participant interaction. The user interacts with a Kinect Xbox making editing decisions in real-time – drawing and
overlaying cursive and block text poetry, changing video dimensions, and generating animated leaves from their
fingertips. During each immersive installation cycle, the video scenes appear in a new, randomized order; the
work is never the same twice.
AI INTERACTIVE EXPERIENCE
(PRINCIPE D’ACAJA)
Lights! Dance! Freeze! is an experimental media art installation exploring tangible, whole-body interaction
between humans and machines; it invites participants to use their entire body, as a query, to explore dance musical
films and stitches the visual responses together to create new cinematic narratives. Using an RGB camera,
machine-learning-based skeleton tracking technology, and a custom pose and film indexing system, we track a
participant's movements and mirror them in real time by finding matching poses from well-known musicals. We
built a large database of hundreds of thousands of poses by scanning 50 musicals from different eras, from 1936’s
Wizard of Oz to 2016’s La La Land. As the participants move their bodies activating different movie clips from
different eras, they build a new custom montage of stories, breaking the linear narrative of the source material and
effectively rethinking time. Participants become the masters of the virtual world and the stars on the screen
become their puppets, forging an intimate connection between the real and virtual bodies.
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DRHA EXHIBITION - RETTORATO: 10/9 (6:00-7:30 p.m.); 11-12-13/9 (1:00-3.00 p.m.)
POSTERS
(SALA ATHENAEUM)
ANANYA RAJOO
(University of Galway) SALA WONG
A Practice-Based, Qualitative Research Model to Study the (California State University)
Intersection of Tangible and Intangible Elements of Culture in InterPlaces: Un-Local Art from Around the World
Hybrid Environments.
InterPlaces is a networked, Augmented Reality (AR)
The poster presentation illustrates a methodological platform through which 10 invited creators interpret
framework that combines practice-based, existing works of public art for local and
participatory research methods and qualitative international audiences. The project involved the
analysis to study digital cultures, the impact of digital collection of Art Spaces, Inc., which has led a public
heritage, and the evolution of digital society. As a sculpture program in the City of Terre Haute,
part of Rajoo’s ongoing doctoral research in Digital Indiana, U.S.A. for over 15 years. Each wonderful
Arts and Humanities, this methodology is developed sculpture responds to a specific location of Terre
to facilitate an embodied inquiry into the Haute, often addressing the history, culture and/or
sociocultural dimensions of hybrid spaces, which are geography of its corresponding site. These
defined as a combination of physical and digital sculptures are set firmly within their physical
spaces. In the context of a massive migration of our locations, and illuminate a sense of place for
day-to-day existence to hybrid spaces, Rajoo’s residents and visitors to contemplate and enjoy. To a
research is using this methodology to answer the certain extent, the city has grown and moved
timely question of how to rethink our existence as forward with these sculptures, as one-by-one they
spatial and social beings and reimagine our cultural started appearing and occupying places in the city.
identities by accounting for the combinations and
overlapping of physical and digital spaces. Through NATALIE WILLENS
the poster presentation, the intent is to demonstrate (CUNY Graduate Center)
how the design of this methodology is well-suited for ReQueering Spaces: Digital Mapping as a Tool for Reclaiming
research into the intersection of tangible and Spaces
intangible elements of culture in hybrid
environments. ReQueering Spaces is a project that aims to reclaim
these sites of queer arts activism through
GIULIA FABBRIS collaborative mapping and community education.
(Università Ca’ Foscari di Venezia) What role does digital mapping play in both
Use, Reuse and Valorization: A Web App for the Italian preserving marginalized histories and developing
Cultural Heritage. models for space-making in ways that have the
potential to transform our current social-political
This contribution aims to present an ongoing PON landscape? How can digital maps serve as new sites
doctoral research project whose goal is to create a of collaborative identity formation, solidarity, and
web application for the valorization of the Italian radical forms of artistic activism? This workshop will
Cultural Heritage within the digital paradigm, explore the pedagogical, political, and artistic
starting from large repositories and narrowing down possibilities of ReQueering Spaces by inviting
the field to reuse and enhance existing resources. participants to develop their collaborative map of
The benefits deriving from its implementation will transgressive spaces using the HistoryPin interface.
be first and foremost the conservation and further Willens will also consider how this approach can be
dissemination of the Italian CH, with special used in educational settings as a way for young
consideration for the reuse of existing data and the people to produce knowledge about the past and the
adoption of digital standards, to valorize and future alongside other artists and activists.
promote the work of other institutions and
individuals. The online availability of resources is not
enough. They need to be integrated into formally
coherent, supplementable, and reusable
representations (Gagliardi/Guarino 2021).
Moreover, the application will be designed to be
intuitive, and adaptable to different audiences and
purposes.
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
Keynote Presentation
by
ANNET DEKKER
(University of Amsterdam)
Annet Dekker is an independent researcher and curator. She is Assistant Professor of Archival
Science at the University of Amsterdam and Visiting Lecturer at London South Bank University.
Previously she was Researchof er Digital Preservation at Tate, London, tutor at Piet Zwart
Institute, Rotterdama , and Fellow at The New Institute, Rotterdam. She initiated aaaan.net with
Annette Wolfsberger in 2009; they coordinate artists-in-residences and set up strategic and
sustainable collaborations with national and international arts organisations. Previously she
worked as a Web curator for SKOR (Foundation for Art and Public Domain, 2010–12), was
programme manager at Virtueel Platform (2008–10), and head of exhibitions, education and
artists-in-residence at the Netherlands Media Art Institute (1999–2008). Together with
Annette Wolfsberger, she produced Funware, an international touring exhibition in 2010 and
2011 about fun in software (curated by Olga Goriunova). In 2014, she completed her PhD under
the supervision of Matthew Fuller on the conservation of net art at Goldsmiths University of
London, Enabling the Future, or How to Survive FOREVER. A study of networks, processes and
ambiguity in net art and the need for an expanded practice of conservation.
Introduced by
GABRIELLA GIANNACHI
(University of Exeter)
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
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MONDAY - 11/9/2023 (ROOM S2 – ALDO MORO COMPLEX): 10.30-12.00 a.m.
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MONDAY - 11/9/2023 (ROOM S3 – ALDO MORO COMPLEX): 10.30-12.00 a.m.
PANEL 2: MUSEUM
CHAIR: ROSSANA DAMIANO (UNIVERSITÀ DI TORINO)
STÉPHANIE BERTRAND*, GEORGE PAPAGIANNAKIS**, GEORGE RÉMI OPALINSKI, ROMAIN COLLAUD, DELPHINE RIBES, EMILY
MARGETIS, STAVROULA NTOA, NICOLAS PARTARAKIS, GROVES, ANDREA SCHNEIDER AND NICOLAS HENCHOZ
XENOPHON ZABULIS AND CONSTANTINE STEPHANIDIS (EPFL+ECAL Lab)
(*ICS-FORTH and Concordia University; **ICS-FORTH and Exploring the Comprehension of Sequential Art: A Design Research
University of Crete; ICS-FORTH) Study on Photobooks in the Museum.
Curating Versus Personalization in Online Collections: Resolving
Recommender Systems’ Accuracy-Originality Trade-Off by Learning Despite debate about their definition, photobooks have
from In-Gallery Creative Curating Approaches. gained a large interest amongst scholars and editors over
the 21st century for their role in defining artistic and
This talk will propose an innovative filtering solution cultural identity (Shannon 2010, DiBello et al. 2012).
derived from in-gallery curatorial practices. The paper will However, work on improving the comprehension of
argue physical group exhibition practices, namely photobooks by large audiences remains low. The paper
associative approaches that have been dubbed “creative presents a design-research project which considers
curating”. Creative curating’s alternative logic can be photobooks in terms of a sequential art form, as a strategy
described by means of associative theory, a well- to foster the engagement and understanding of museum
established psychological model of creative thinking. This visitors. The intervention will focus on the collaboration
model holds that associations between remote elements between a Design Research Lab and a Photography
can be created in one of three ways: similarity, serendipity, Museum involved in the creation of a digital installation
or mediation through an implicit term. Throughout and extensive onsite observations with visitors. By
different examples, this intervention will explore the main including in-depth investigations on the use of AI, the talk
advantage and disadvantages of implementing this will illustrate also the methodology applied to design a
mediating logic in collection interfaces to facilitate the photobook installation able to stimulate emotional and
public’s discovery of art digitizations. The speculated cognitive impact amongst large audiences.
impact on user experience and interaction will be
discussed. YI-CHEN WU
(National Sun Yat-sen University)
JASMINE MAHMOUD, ERIC VILLIERS & I, the Moment of being Dis-Stance Together: Research into Online
(University of Washington, Seattle) Performance Design for the Interplay Between Intangible and Tangible
Pedagogies of Black Digital Curatorial Practices. Cultural Heritage.
How do we teach Black digital curatorial practices? How do This article employs a lens of hypermediacy to interrogate
digital engagements and technologies frame the curation how the use of mobile phones, apps, and GPS creates an
of Black artists? How might digital practices differently interplay between intangible and tangible cultural
consider the aesthetics, materiality, and form of Black art heritage. The creative process by the author’s Internet-
in museums and galleries, especially given the racist based performance work, “& I, the Moment of being Dis-
histories and practices of art institutions? Starting from Stance Together—Chapter of Generations” (2023) - which
these questions, this paper presents outcomes from was supported by grants from the Taiwanese
working on Black digital curatorial studies at sites across government’s Ministry of Science and Technology Project -
Seattle. These include: researching Black digital curation demonstrated how hypermediacy transforms the concept
within a digital humanities summer fellowship; working of scenography into online performance design that is
with the Washington Foundation to digitize and digitally characterized by a walk-about theatrical experience.
preserve their collections; teaching a micro-seminar on
Black curatorial and digital practices;
facilitating students to curate a Black art exhibition.
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MONDAY - 11/9/2023 (ROOM S4 – ALDO MORO COMPLEX): 10.30-12.00 a.m.
The subject of the speech is a case study of stage practice Festen. Il gioco della verità (2021) by Il Mulino di Amleto is
by the theatre company Dead Centre. Born in Dublin in the first Italian drama adaptation of the early Dogma 95
2012, founded by Bush Moukarzel and Ben Kidd (artistic movie Festen by Thomas Vinterberg. The theatre company
directors), the group has built its plays on the re-working from Turin chose to test the Danish masterpiece through
of great classics of literature, theatre, and philosophy, an original staging which puts in dialogue different media
combining the thought and the biographies of authors in a constant, simultaneous double storyline
from the past with the most contemporary languages and representation. With a live camera, the company shot a
technological tools. The intervention tries to bring out how part of the pièce in a non-stop sequence, which was
the work of Dead Centre is a significant case, as it projected on a transparent canvas on stage framing the
experiments with an interesting declination of scenic entire proscenium. With this solution. the audience was
practice in relation to the Classics: the work on the Classics able to follow both the real and live-action and the audio-
is to select, use, rehash, and transform material which is visual live streaming. Beyond the artistic result, Festen. Il
now part of the intangible asset of a culture, without gioco della verità would be considered a case study to
renouncing the most innovative languages and questions question interesting issues around the idea of immersive
of the contemporary. experience, intersecting with Mauro Carbone’s idea of
arche-screen. Finally, considering different media, human
ALICIA CORTS imagination and perception, and their complex inter-
(Carson-Newman University) structure, the paper will try to discuss the mutual influence
Not Honour'd with Human Shape: Shifting Shakespeare in the World between tangible and intangible heritage.
of VR.
ADRIANA LA SELVA*, IOULIA MAROUDA**
The works of William Shakespeare have long been (Ghent University - *S:PAM (Studies in Performing Arts and
reimagined through new digital technologies, from the Media); **IPEM (Institute for Psychoacoustics and Electronic
remediation of analog sources into optical disc imprints of Music)
his works to video games such as Elsinore and Fit for a Archi-Textures of Access: Virtual Translations of Embodied Knowledge
King. The advent of VR, however, brings a new layer of in Theatre Training.
possibility to Shakespearean performance: the post-
biological, or “the human beyond biology.” This project This audiovisual/virtual presentation proposal draws on
investigates the potentials that emerge when performers new approaches in Performance Studies concerned with
and audiences become unmoored from the constraints of the development of an epistemological framework for
the biological body with technologies like virtual reality. documenting theatrical training techniques through
The presentation analyses Shakespeare’s The Tempest as archival reconfigurations in virtual reality. It asks what it
performed in the VR app The Under Presents. It explores means to develop, practice, and perform an archive
the effect of skinning in other virtual spaces as a means of through the activation of Odin Teatret's (DK) embodied
containing these potentials rather than exploring them. legacy in a virtual environment, addressing the translation
Specifically, the work Sweet Sorrow (a VR application from of technique through Mixed Reality whilst developing
Carnegie Mellon University) will be analyzed. dramaturgical approaches to archival practices. This
presentation is informed by a funded interdisciplinary
project supported by the Research Foundation of Flanders-
Belgium, in association with Nordisk Teaterlaboratorium
(home of Odin Theatre).
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MONDAY - 11/9/2023 (ROOM S6 – ALDO MORO COMPLEX): 10.30-12.00 a.m.
This paper reflects on a series of digital artworks created By starting from Mitchell’s concept of the “pictorial turn”,
by John D’Arcy and Una Lee. Each uses digital media and this paper explores the impact of the digital world and new
speculative fiction storytelling to address the past and media on the body of current migration narratives.
future urban redevelopment of Belfast. The works use a Migrants’ conditions are often characterized by political
mixture of traditional narrative and performance and/or economic crises. It occurres as a direct result of
strategies alongside new media platforms and techniques. colonial rule, decolonization, or neo-colonialism. Because
They do this to share representations of Belfast’s past, of the pictorial turn the human face itself has gained a
present, and future, and to question how Belfast’s cultural digital life, and the consequent ‘facialization’ of life
heritage is being variously nurtured and neglected. The experience allows individuals to take a predominant role
trio of works discussed in the paper are: North Street as real-life protagonists in their own real-life stories. These
(2018); Raise Your Expectations: Exchange 1NE (2018); real-life stories may be told by current migrants or
Belfast Before Flood: A New Living Museum (2023). The descendants of earlier migrants, by intellectuals as well as
paper frames these works within contexts of speculative by individuals working for the publishing industry who
fiction; site-specific storytelling and theatre; mainstream take a stand against the mainstream narrative of current
adoption of VR and XR technologies; and ongoing migrations engendering in return an online community. In
dialogues around Belfast’s urban regeneration and cultural these multimodal narratives, digital storytelling centering
heritage. on the daily experience of migrants also renders the
human rights issues facing stateless persons pressing and
CARMELINA CONCILIO immediate. The intervention analyses this issue under a
(Università di Torino) cross-disciplinary lens ranging from textual analysis,
Digital “Epitexts” and Literary Celebrities in (Postcolonial) Digital postcolonial theories, and visual studies.
Humanities.
KE ZHAO*, YI ZHANG**
The paper examines the role of distinguished writer’s (*Wuhan University, **Politecnico di Milano)
official websites (Amitav Ghosh, Madeleine Thien, Guiding the "Authentic" Digital Storytelling of Cultural Heritage in
Chimamanda Ngozi Adichie, Teju Cole), as a source of VR/XR: A Trust Framework.
augmented hypertext, providing an interpretative key to
the author’s own creative works of fiction as well as to This paper examines the issue of trust in cultural heritage
their role of intellectuals as highlighted by their essay- in the context of digital humanities from the perspective of
production. Websites, as parallel “epitexts” (Genette 1989) digital storytelling. Particularly in the field of DH, there is a
to the published works, together with public interventions growing number of digital storytelling projects on cultural
on the web, for instance in the form of the so-called TED heritage that restore, represent, and disseminate historical
talks, the production of video-essays or photo-essays, culture. However, cultural heritage data itself is
blogs, and flash fictions and a whole series of new digital characterized by uncertainties such as imprecision,
genres, allows for a reflection and an assessment of new controversy, and incompleteness, and the application of
ways to produce, promote, publish and publicize literature. technology and media to the narrative process has raised
In the meanwhile, all this produces changes in the doubts about rigor and authenticity. As a result, the
perception of celebrities (Elliott 2018; Giles 2018), credibility of digital storytelling of cultural heritage has
creating new visibility/credibility for authors. The become an important topic. The aim of this paper is to
intervention aims at underlining a critical evaluation of the introduce a framework of trust for digital storytelling of
new digital contents, within the framework of DH, that cultural heritage that provides guidelines for stakeholders
surround successful literary works and their authors in the to design trustworthy digital presentations, explore new
Anglophone world. pathways for digital narratives with knowledge service
characteristics, and facilitate cultural communication.
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MONDAY - 11/9/2023 (ROOM S7 – ALDO MORO COMPLEX): 10.30-12.00 a.m.
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MONDAY - 11/9/2023 (ROOM S8 – ALDO MORO COMPLEX): 10.30-12.00 a.m.
PANEL 6: PARTICIPATION
CHAIR: TONI SANT (UNIVERSITY OF SALFORD)
ANA MORENO, NELSON ZAGALO*, HEITOR ALVELOS ALDA TERRACCIANO*, JULIANNE NYHAN**, ANDREW FLINN
(FBAUP - Faculdade de Belas Artes da Universidade do Porto, (The Sloane Lab, *University College London, **TU Darmstadt)
*University of Aveiro) Participation and Inclusion with Digital National Collections: Co-
Ecomusealia: Communication Strategies Through Digital Media in Designing the Sloane Lab.
Situ. The Case Study of the Alto Douro Wine Region.
The Sloane Lab project is funded by the UK Arts and
This article aims to legitimize the framing of the cultural Humanities Research Council program as part of Towards
landscape living elements in museological terminology. a National Collection (TaNC), a major investment using
Starting from the respective meanings of the terms digital technology to create a unified national collection of
Musealia and Cultural Landscape, the term "Ecomusealia" the UK’s galleries, libraries, archives, and museums with
is proposed as a meeting point of these two definitions. The the aim of “dissolving barriers between different
legitimation of the world "Ecomusealia" will be tested collections – opening UK heritage to the world” (TaNC,
through the development of a literacy and communication 2023). Its case study is the vast range of collections, from
strategy for the Alto Douro Wine Region Cultural coins to manuscripts, stuffed animals, natural specimens,
Landscape. The research is part of a communication books, and letters, held at the British Museum, Natural
project involving the Universities of Oporto and Aveiro, in History Museum, and British Library. The aim is to bring
collaboration with "Quintas of Douro", namely Casa do segments of these together online for the first time using a
Romezal. This research regards the museification of the co-design participatory methodology and to enrich
Cultural Landscape as a process that encompasses debates on issues such as imperialism, colonialism,
patrimonialisation and communication. It recognizes the slavery, loss, and destruction that have shaped the UK’s
convergence of the Cultural Landscape elements with the national collections until now. The presentation will cover
Museum Object, given their potential to bear witness as technical challenges and opportunities offered by the
authentic sources of knowledge and emotional experience, project, including the potential of technologies, such as IF,
and their divergence due to their function, context, and PIDs, and Linked Open Data for creating aggregated
dynamics. It also argues that the Cultural Landscape, collections (Padfield, 2020; Winters et al., 2022; Kotarski
perceived as an ecosystem, requires a communication et al., 2022) and the implications of restrictive copyright
strategy that promotes its literacy emphasizing the living frameworks for the reuse of collections (Wallace, 2022).
component.
DOMINIK LENGYEL*, CATHERINE TOULOUSE**
SALLY ANN SKERRETT (*BTU Brandenburg University of Technology Cottbus-
(German University in Cairo) Senftenberg; **Lengyel Toulouse Architects)
Grandmother, Mother, Daughter, a 19th Century Egyptian Visualization as a Way of Mediating the Interplay of Tangible and
Inheritance: Exploring the Impact of Archival Storytelling through a Intangible Heritage.
Site-Specific 3D Projection Mapping Exhibit in a Private Historic
House. Tangible heritage in architecture, and this applies
especially to antiquity, is often in a state of advanced
The intervention aims at presenting research based on the erosion. Viewing is therefore generally restricted,
application of 3D projection mapping to create an protective devices and barriers allow neither use nor
impactful exhibition prototype to convey the history of a viewing separate from the historical romanticism of the
private family archive in a private house. The enquired actual intellectual achievement hidden behind the visible.
archive is housed in the Sabit Villa in Cairo. The archive and Common visualizations attempt to convey a true-to-life
collection span two centuries of inter-related Egyptian picture of the building’s past, but in doing so they rely
military, political, and diplomatic public figures and are mainly on speculation and convey above all an image of a
relatively inaccessible to the public. The exhibit narrative world from which we are far removed today. In order to
tells of three generations of independently wealthy resolve this dilemma and to direct the view back to the
Egyptian Muslim women, matrilineal inheritance, Islamic intention of the original builders, the paper will present a
inheritance laws, and trusts between 1830 and 1980. The method developed for the visualization of uncertainty,
paper concludes with reflections on the impact of the which, based solely on the state of knowledge in
exhibition on a variety of audiences. archaeology, gives an idea of the intention of the builders
of tangible heritage.
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
Keynote Presentation
by
JOHN CASSY
(FACTORY 42)
John Cassy is the Founder and Chief executive of Factory 42, one of the UK's leading immersive
content studios. The company's mission is to reimagine the future of entertainment and has a
multi-disciplinary team made up of artists, producers, engineers, animators, writers,
researchers, gamers and an architect, and a neuroscientist.
Commercial partners include Sky, the BBC, Google, Facebook, and Magic Leap while the
company also works with a wide range of publicly funded organizations ranging from Innovate
UK and AHRC to the Natural History Museum, Science Museum, Tate, and Royal Academy. The
company also works with talent including Sir David Attenborough and the environmentalist
Chris Packham. Prior to founding Factory 42, John spent 10 years at Sky, Europe's largest
entertainment company, where he ran TV channels and commissioned programming on
subjects as diverse as arts, Premier League football, and golf's Ryder Cup. He is a Trustee of
London's Almeida Theatre and on the Advisory Board of the National StoryFuture Academy. He
has an MA from St John's College, Cambridge, and is an Honorary Professor at the University of
Exeter.
Introduced by
GABRIELLA GIANNACHI
(University of Exeter)
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
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MONDAY - 11/9/2023 (ROOM S2– ALDO MORO COMPLEX): 4.30-6.00 p.m.
PANEL 1: PERFORMANCE
CHAIR: ALICIA CORTS (CARSON-NEWMAN UNIVERSITY)
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MONDAY - 11/9/2023 (ROOM S3 – ALDO MORO COMPLEX): 4.30-6.00 p.m.
PANEL 2: MUSEUM
CHAIR: GABRIELLA GIANNACHI (UNIVERSITY OF EXETER)
The paper presents the project of Museopolis.EU, a web- The paper tries to access a tangled debate through the
based virtual museum that showcases the most intriguing analysis of some recurrent patterns inside three beloved
and significant archive from the Polish-Czech borderland. Italian pop-up installations: the Museum of Dreamers,
The institutions digitized and cataloged a selection of visitable in Milan till March 2023, the Beautiful Gallery,
exhibits from their and other museums' collections. Both with its two venues in Bologna and Milan and the Balloon
traditional photographs and 360-degree visualizations of Museum, rewarded as Best Proprietary Format 2022
the exhibitions' images are used to present essential during the prestigious Best Event Award Festival. With a
information about the objects on display. On the portal, philosophical approach enriched by socio-anthropological
one may find both the artifacts displayed in permanent and psychological considerations, the intervention will
exhibitions as well as the rarest and most precious pieces identify and explore four common characteristics of these
held in the museum's storerooms. Different forms of immersive exhibitions: the sense of surreality evoked by
engagement with the archive are made possible through the layouts, their transitory nature, their emphasis on
this platform. It might be viewed as a unique opportunity synaesthetic experiences, and, last but not least, the
to provide audiences with creative and different ways to presence of balls pits. In an effort to avoid any polarized
engage with cultural heritage assets. The objective of the judgment,the primary purpose is to arouse new questions
virtual exhibition is to engage viewers to value and about and through these features. "
appreciate the heritage in addition to providing
amusement and boosting heritage understanding. DELMA RODRIGUEZ MORALES
(Cultural Ring UY - Anilla Cultural Latinoamérica-Europa en
TIAGO CRUZ, MARISA PEREIRA SANTOS Uruguay & redes globales)
(FLUP / CITCEM) Anthology of an open-ended: MuRe, Museography Networking.
Cultural Heritage and Mediation: The Use of ICT in the Gestation, Landmarks and Regressions with Opportunities for All.
Communication of the Artistic Layers of the Church of Saint John the
Baptist of Foz do Douro. This paper describes a museography process in advanced
Internet networking that connects museums, tangible and
Nowadays, we are witnessing the growing importance of intangible heritage locally and globally. The text covers
digital media as tools for research, dissemination, and three fundamental stages - from 2014 to the present - the
promotion of Cultural Heritage within communities. gestation and shaping of a new project, its successful
Considering, as a case study, the Parish Church of Saint development, along with current challenges and
John the Baptist of Foz do Douro, located in the regressions as a consequence of the pandemic. The paper
westernmost area of the city of Porto, the intervention focuses on the proposal of networked museography,
intends to demonstrate how the realization of a 3D known mainly in the Latin American region and Spain, by
reconstruction of the building's evolution and a 360º visit the acronym MuRe. "MuRe, museography networking"
contributed to the dissemination and promotion of local aimed to create an exhibition circuit on the Internet, with
heritage among the community. As we shall see, the narratives around heritage objects, dialogues, and
possibility of applying new tools, arising from interactions in real-time with these objects, where only
technological development, to (re)cognition of the their exhibition as a whole existed through advanced
specificities and importance of the history and stories of Internet networks.
the built groups contributes decisively to the
strengthening of bilateral relations and to the interaction
between civil society and its collective Cultural Heritage.
The use of ICTs, framed in the new forms of access and
organization of knowledge, has been assuming an
increasingly central and essential role in the field of DH,
extending, as envisioned in the Porto Santo Charter (2021),
the territories of participation and cultural
democratization to the digital field.
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MONDAY - 11/9/2023 (ROOM S4– ALDO MORO COMPLEX): 4.30-6.00 p.m.
PANEL 3: INTERMEDIA
CHAIR: SUSAN BROADHURST (BRUNEL UNIVERSITY)
21
MONDAY - 11/9/2023 (ROOM S6– ALDO MORO COMPLEX): 4.30-6.00 p.m.
22
MONDAY - 11/9/2023 (ROOM S7– ALDO MORO COMPLEX): 4.30-6.00 p.m.
23
Performing Cultural Heritage in the Digital Present DRHA Conference 2023 | BOOK OF ABSTRACTS
PANEL 6: PARTICIPATION
CHAIR: ROSA TAMBORRINO (UNIVERSITÀ DI TORINO)
MARTIN DEBATTISTA
(Institute of Tourism Studies)
Counterfactual History as Intangible Heritage: Developing an
Immersive WWII Digital Game.
24
MONDAY - 11/9/2023 (ROOM S7– ALDO MORO COMPLEX): 4.30-6.00 p.m.
Keynote Presentation
By
CAROLYN CHRISTOV-BAKARGIEV
(Director of Castello di Rivoli -
Museo d’Arte Contemporanea)
Carolyn Christov-Bakargiev has been Director of the Castello di Rivoli Museo d’Arte
Contemporanea since 2016. She has also been Artistic Director of the Fondazione Francesco
Federico Cerruti in Turin since 2018 and Honorary Guest Professor at the FHNW University of
Applied Sciences and Arts Northwestern Switzerland since 2021. Curator at Villa Medici, Rome
(1998-2000), she was Chief Curator at MoMA /P.S.1 in New York (1999-2001). From 2002 to
2008 she was Chief Curator at Castello di Rivoli Museo d’Arte Contemporanea (and interim
director in 2009). In 2008 she curated the 16th Biennale of Sydney, Australia, and was the
Artistic Director of dOCUMENTA(13) in Kassel in 2009-2012. In 2012 she also received the
Hessian Award. Following dOCUMENTA(13), she was a Getty Research Scholar in Los Angeles
(2013), Leverhulme Professor at the University of Leeds (2014) and Edith Kreeger Wolf
Distinguished Visiting Professor in Art Theory and Practice at Northwestern University (2013-
2019). She directed the 14th Istanbul Biennial in 2015. From 2016 to 2018, in addition to the
Castello di Rivoli, she was also Director of the GAM Galleria Civica d’Arte Moderna e
Contemporanea in Turin. In 2019 she received the Audrey Irmas Award for Curatorial
Excellence. Her major publications include the volume Arte povera (London, Phaidon Press,
1999), as well as monographs on Alberto Burri (1996), William Kentridge (1998), Janet Cardiff
(1999), Pierre Huyghe (2004), Anna Boghiguian (2017), Hito Steyerl (2019) and Michael
Rakowitz (2019). From the perspective of her research, Christov-Bakargiev is known for having
introduced the topic of multi-species co-evolution in the field of art with the dOCUMENTA(13)
exhibition in 2012 as well as for having premiered in 2022 a physical/digital/nft work (Beeple’s
Human One) in a museum for the first time globally. She was in the jury of the Nasher Sculpture
Prize 2022 awarded by the Nasher Sculpture Center in Dallas, she be in jury for the Gwangju
Biennale Park Seo-Bo Art Prize at the 14th Gwangju Biennale 2023, and in the Wolfgang-Hahn
Preis one in 2024
Introduced by
GABRIELLA GIANNACHI
(University of Exeter)
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
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TUESDAY - 12/9/2023 (ROOM S2– ALDO MORO COMPLEX): 10.30-12-00
27
TUESDAY - 12/9/2023 (ROOM S3– ALDO MORO COMPLEX): 10.30-12-00
PANEL 2: RE-ENACTMENT
CHAIR: GABRIELLA GIANNACHI (UNIVERSITY OF EXETER)
28
TUESDAY - 12/9/2023 (ROOM S4– ALDO MORO COMPLEX): 10.30-12-00
PANEL 3: OPERA
CHAIR: GIACOMO ALBERT (UNIVERSITÀ DI TORINO
29
TUESDAY - 12/9/2023 (ROOM S6– ALDO MORO COMPLEX): 10.30-12-00
PANEL 4: ARCHEOLOGY
CHAIR: ANDREA BALBO (UNIVERSITÀ DI TORINO)
30
TUESDAY - 12/9/2023 (ROOM S7– ALDO MORO COMPLEX): 10.30-12-00
PANEL 5: DANCE
CHAIR: LETIZIA GIOIA MONDA (UNIVERSITÀ DI TORINO)
AURÉLIEN BELLUCCI
(Harvard University)
Online Performances & Intercontinental Politics.
ARIADNE MIKOU
As a result of close reading, performance analysis, and (Independent Scholar)
interviews, the paper will explore Chung Siu Hei’s In Live Performing Arts and Documentation: Immersive Technologies &
Search of Our Common Ground within a longer tradition of Sustainability.
Chinese political theater, which started with Put Down
Your Whip in 1931 and other street plays, or "jietouju," that This paper aims to explore the practice of documentation
sought audience involvement. The objective is not only to in relation to performing arts – more specifically dance and
shed new light on the Hong Kong events through original, choreography – and immersive technologies, in particular
artistic material that is often overlooked by the social virtual reality (VR). Beginning with the premises of
sciences, but also to show how it speaks to other political circular economy and cooperation, this paper focuses on
performances happening elsewhere in the world today, Springback Ringside, a project that has already opened the
particularly Indian people’s theater, or "log natak," or path to explore the potential of VR technology in the
political plays from Europe in the traditions of both Bertolt documentation of performing arts. More specifically,
Brecht and French "théâtre populaire." Ultimately, by Springback Ringside is one of the brainchilds of
paying particular attention to online audiences' Aerowaves, a European dance network that promotes
involvement, the intervention will observe how a hybrid, contemporary dance across Europe through festival co-
interactive performance à la Chung Siu Hei may offer an operations and it includes a rich and worth-noticing
alternative to contemporary political thought and action. archive of dance creations by emerging European artists.
As a pilot program supported by the EU-funded project
MICHELE DIAS AUGUSTO Perform Europe, Springback Ringside experiments with
(Universidade de Lisboa) the documentation of 11 choreographic works through VR
Inês de Castro in Scenic and Performative Visions: Studies on the technology with the aim to promote a sustainable cross-
Digital Collection of the National Museum of Theater and Dance of border touring of these works especially in rural areas.
Portugal. Through this lens, Springback Ringside leads the way for
an exploration of practices considered until now relatively
The communication intends to present an analysis of the disconnected in the field of performing arts in a European
sensitive journey in the National Museum of Theater and context: creation and fruition of virtual heritage, audience
Dance of Portugal (MNTD) digital collection content. development and inclusion, promotion of contemporary
Namely, the visions of Inês de Castro, a study of the dance artists and sustainable touring of their
costume design creations by various artists in productions choreographic works through VR technology.
by Portuguese theatrical and ballet companies between Furthermore, Springback Ringside experiments with an
the 1940s and 1970s. Her interpretations and particular innovative way of documenting dance by addressing issues
concepts about the visuality of the story and characters are of conventional audio-visual representations and offers
transported through the traces of the costumes designed immediate valorization and dissemination of the produced
in productions by the Verde Gaio Company, the Gulbenkian archive. By analyzing the specific case study of the
Ballet Group, Teatro do Povo, Rey Colaço Robles Monteiro Springback Ringside project, what new challenges or
Company; and through the work of costume designers possibilities may immersive technologies bring into the
such as José Barbosa, Abílio de Mattos e Silva, Artur Casais, field of performing arts documentation – that has long
among others. The paper aims to present the conjectures been in tension with the live event and still divides
related to the artistic research process, in manual and opinions regarding its value in relation to the live
digital types, entitled O Não-Casamento de Inês de Castro, performance? What may VR technology offer to the
on display at the National Museum of Costume, Portugal, “afterlife” of a live work?
based on the love story representations in the memory of
the performances and ballets set of the Museum.
31
TUESDAY - 12/9/2023 (ROOM S8– ALDO MORO COMPLEX): 10.30-12-00 a.m.
PANEL 6: ENVIRONMENT
CHAIR: ROSA TAMBORRINO (POLITECNICO DI TORINO)
CLAIRE BAILEY-ROSS, ARGENIS RAMIREZ GOMEZ YI ZHANG*, ZHI YE**, MANSU WANG*
(University of Portsmouth) (*Politecnico di Milano; **King's College London)
Embodied Interaction on a Boat. Designing Immersive Museum and Exhibiting the Future Anthropocene: The Multiple Roles of Design in
Heritage Playful Experiences the Post-human Narrative of the Museum.
What happens when a museum invites non-visitors to co- To some extent, digital technology has revitalized and
create and play immersive games for and about museum illuminated museums, giving them a new lease of life and a
objects? This paper explores merging embodied valuable opportunity to engage with the public in
interaction, machine learning and extended reality to unprecedented ways (Keitel, 2012). The museums,
develop a playful, open, and immersive museum liberated from the constraints of their original image as
experience…on a boat. Landing Craft Tank LCT 7074 is the treasure-keeper or sacred temples of knowledge, with the
last surviving Landing Craft Tank (LCT) from D-Day, it support of technology, aim to reshape cultural heritage in
played a vital role in transporting men and supplies across innovative ways, endow exhibits with more diverse
the English Channel. After it was retired, LCT 7074 was meanings and offer opportunities for deeper public
turned into a 1970s floating nightclub and eventually fell engagement (Janes & Sandell, 2019). Instead of collecting
into disrepair and sank. Can this curious object biography natural or artificial objects, some museums have taken to
be combined with immersive technology to reach out to displaying things that can be found everywhere in daily life
and engage with under-represented audiences to describe contemporary history and discuss a future
disconnected with 20th Century History? The paper Anthropocene that does not yet exist (Spiers et al., 2022).
explores how AI-enhanced immersive gameplay This study aims to broaden the horizon and take an
experiences can be housed within a historical object and epistemological approach to explore the reasons,
whether or not it can draw in audiences who currently do purposes, and needs for the rise of Post-Anthropocene
not visit museums. It discusses how to establish narratives and to focus on its influences in museums in the
meaningful links between historical objects and embodied social context. It observes and analyses the multiple roles
interaction, and how to co-design experiences and that design performs in knowledge generation, content
engagement by and for new audiences using immersive presentation, and interactive experiences.
and innovative technologies.
ANJA BOATO
ARGENIS RAMIREZ GOMEZ, CLAIRE BAILEY-ROSS (La Sapienza Università di Roma)
(University of Portsmouth) Physical Spaces for Virtual Realities. Distribution and Legitimacy of
Should Holograms Be Displayed Next to Paper Mache Models? Immersive Social Documentaries.
Reflections on the Conflict of the Pre-Digital and the Post-Digital
Museum. The paper aims to investigate the role of Virtual Reality
social documentaries within spaces of cultural legitimacy.
This paper reflects on the development of a low-cost It will describe the landscape of VR documentaries
holographic display portraying digital scans of taxidermy presented in festivals between 2019 and 2023, taking into
artifacts, and using animation and motion capture consideration ten of the leading festivals dedicated to
technology to bring the museum collection to life in an Extended Realities in the world. Then, it will analyze the
interactive experience. The intervention describes the complicated relationship between interactive
‘HoloRoom’, an interactive artifact designed to facilitate documentaries, information, and the fictional dimension of
audience engagement with novel interfaces and the animated and immersive storytelling. Finally, it will take
digitalization of Portsmouth’s Cumberland House Natural into consideration the case studies of The Key (Tricart
History Museum store artifacts. A dynamic display of the 2019) and All unsaved progress will be lost (Courtinat
artifacts’ 3D digital models was deployed at the museum. 2022), two immersive social documentaries included in
In parallel, the ‘HoloRoom’ concept was applied to the circuit of festivals and other places of cultural
showcase an interactive experience leveraging real-time legitimacy.
motion-capturing and Wizard-of-Oz performative
methods to animate a conversational holographic animal
that engaged with visitors via voice interaction, creating
narratives around the museum’s collection.
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
Keynote Presentation
By
MATT ADAMS
(Blast Theory)
Matt Adams co-founded Blast Theory in 1991, an artists’ group making interactive work. Blast
Theory is renowned for its multidisciplinary approach using new technologies in theatre,
games and visual art. The group has collaborated with scientists at the Mixed Reality Lab at the
University of Nottingham since 1997.
Blast Theory has shown Ulrike and Eamon Compliant at the Venice Biennale, A Machine To See
With at Sundance Film Festival and Can You See Me Now? at Tate Britain. Commissioners
include Channel 4, National Theatre Wales and the Royal Opera House. Awards include the
Golden Nica at Prix Ars Electronica, the Nam June Paik Art Center Award and four BAFTA
nominations.
Matt has curated at Tate Modern and at the ICA in London and has taught widely. He has
lectured at Stanford University, the Royal College of Art and the Sorbonne. With Ju Row Farr
and Nick Tandavanitj, he is a winner of the Maverick Award at the Game Developers Choice
Awards, was a Thinker In Residence for the South Australian Government and was an inaugural
Artist In Residence at the World Health Organization in Geneva in 2018. Matt served on the
Southeast Regional Council of Arts Council England from 2012 to 2019. He was the Visiting
Professor in Interactive Media at the Royal Central School of Speech and Drama from 2007 to
2014. He is an Honorary Fellow at the University of Exeter.
Introduced by
ANTONIO PIZZO
(Università di Torino)
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
34
TUESDAY - 12/9/2023 (ROOM S2– ALDO MORO COMPLEX): 4.30-6-00 p.m.
PANEL 1: CONSERVATION
CHAIR: ROBERTA SAPINO (UNIVERSITÀ DI TORINO)
This communication suggests the creation of several Cultural heritage, whether tangible or intangible, is the
multimedia maps, for a digital atlas of Emilia-Romagna, medium through which a community has a way of
with particular attention to the area of Ravenna. This atlas, representing itself. Its memory transmitted over the years
created through GIS software, will allow evaluating the is communicated through the lens of contemporaneity. In
centuries-old evolution of the relation between man and valorization processes, whether they are developed top-
sea in this area, both on the historical-cultural plane and down or bottom-up, a reflection on the values to be
on the strictly environmental one. The GIS will be therefore transmitted is necessary. In this context, digital media have
used also in order to reconstruct the ancient coastline and for several years been an aid for the creation and
its evolution, thus allowing to assess and recreating on the visualization of semantic connections, otherwise not
digital map the changes of the local coastline over the communicable in the more traditional analog modes.
millennia, and whether these changes were either the Based on this reflection, the paper presents three projects
product of natural processes or were instead caused by based on three different realities in Emilia Romagna
man. The resulting atlas will provide the means to not only equally linked to the territory. These projects aim to
recreate the local territory, but also to represent the communicate the cultural, artistic, and architectural
human connections over the centuries, both Inside the heritage they contain using digital technologies for an
local area and in the broader context of the Mediterranean effective and engaging narration. The three case studies
Sea, in order to communicate and facilitate the requested different digital storytelling methodologies in
reutilization, green regeneration, conservation and order to accomplish the valorization of their cultural
transmission of the cultural memory of these sites. heritages in close relationships with the community of
reference. The transmission of these heritages through ICT
MARCO CORNAGLIA, ARIANNA MECOZZI is aimed at the collective recognition of their value as well
(Alma Mater Studiorum – Università di Bologna) as triggering a common consciousness.
The REMEMBER Project - Protection and Enhancement of the
Maritime Heritage of Ravenna. MELISSA MACALUSO
(Alma Mater Studiorum – Università di Bologna)
Sustainability, zero emissions, requalification, L’Arca di San Domenico Digital: A Digital Tool for the Enhancement
regeneration and reutilization, and innovative of Religious Cultural Heritage.
technologies are the focus that currently stimulates the
cultural debate regarding both urban and architectural The enhancement of religious cultural heritage in its
environmental themes. In this context, in observance of original context is a complex issue and deserves specific
section 11 of the 2030 schedule, several limits of a mass attention. These assets address two types of audience, a
tourism system that creates situations of over-tourism strictly religious one which ‘uses’ them for prayer, and a
every year were highlighted. This phenomenon causes the more lay public which is more interested in what the assets
overcrowding of historic centers and issues in the use of represent from a historical-artistic point of view. ‘Squaring
cultural heritage, while at the same time, new challenges the circle’ in this situation is not easy because it is required
tied to heritage preservation arise. The necessity of to balance the demands of conservation and mediation and
communicating and valorizing potential secondary tourist the needs of worship. In this context, if used properly, the
routes, such as peripheric areas and landscape heritage, digital environment may represent the most effective tool
has stimulated the search for new methodologies for the in guaranteeing a good transmission of the historical-
narration of cultural heritage. Finding innovative artistic contents without impacting the spiritual dimension
approaches allows rebuilding a collective identity based on of the work by excessively ‘musealising’ the religious space
history, tradition, and territory in contexts particularly in which it is located. The paper will consider the Arca di
rich in immaterial and identity heritage difficult to San Domenico preserved in the Basilica di San Domenico
communicate. Contextualized in the city of Ravenna, where of Bologna as a case of study. Moreover, the website
more than eight UNESCO sites are placed, the paper will prototype “L’Arca di San Domenico Digital” for its digital
present the tasks performed as part of the REMEMBER enhancement will be presented.
project.
35
TUESDAY - 12/9/2023 (ROOM S3– ALDO MORO COMPLEX): 4.30-6-00 p.m.
LARA PERSKI, RENATE BUSCHMANN MARTA HERRERO, JONATHAN HOOK, GUY SCHOFIELD, TOBIAS
(Witten/Herdecke University) PALMA STADE*, ZULFIYA HAMZAKI
Orchestra in Digital Transformation: Expanding Perceptual (School of Arts and Creative Technologies, University of York;
Possibilities of Classical Music with a Hybrid Performance Format. *London College of Communications, University of the Arts
London)
Especially with classical music, the spatial arrangement of Contemporary Archaeology and Virtual Reality Storytelling:
musicians in relation to each other as well as to the Promoting Audience Engagement and Fundraising for the Council for
audience has been rather static and one-sided, meaning British Archaeology.
that audience members are only ever (mostly sedentary)
listeners and never active participants. A multimedia The project took place in 2022 in a collaboration between
performance practice conceived by the German artist duo the University of York and the Council for British
Michalis Nicolaides (video artist) and Frederike Möller Archaeology. Its main aim was to support the CBA’s
(pianist) breaks with this convention by inviting the adoption of VR storytelling in its fundraising and public
musicians to play in separate rooms while being connected engagement activities. The specific research aims were
to each other and to the conductor via digital equipment. twofold: to test the proposition that VR films may lead to
This paper will analyze the transformative as well as added benefits for the CBA, such as an increase in
aesthetic potential of this format. As the authors have acted volunteering, donations, and/or membership, and, more
as curators for one such concert (in Fall 2022), it will broadly; to critically investigate the barriers and
provide more than a formal analysis of the performance opportunities that nonprofits may experience when
practice but also elaborate on the collaborative and adopting new technologies such as VR storytelling. The
interdisciplinary process of its site-specific execution. The presentation is divided into three parts. Firstly, it will
evaluation of the artists’ approach will also acknowledge present the project’s methodology based on the principle
the perspectives of the participating musicians as well as of co-creation. Secondly, it will detail the process of
audience feedback gathered in a comprehensive survey filmmaking, production, and post-production of VR films.
conducted directly after the concert. Lastly, it will explore Thirdly, it will conclude by assessing, based on data
the ways in which this hybrid concert format is of collected at a post-production stage, the challenges and
particular interest to cultural and teaching institutions. opportunities VR storytelling poses for nonprofits seeking
to build a successful business case for digital investment.
LIAM JEFFERIES
(Leeds Beckett University) CRISTIANE MENEZES, ABHISHEK CHATTERJEE, NUNO DIAS,
Engaged or not Engaged, that is the question: The impact of Duality on VASCO BRANCO
the Participatory Experience of Augmented Reality Interventions in (University of Aveiro)
Cultural Spaces. Connecting Threads: Exploring Digital Tools as Scaffolding for
Heritage Management and Activation.
The fundamental power of Augmented Reality is its ability
to utilize both physical and digital contexts to co-create This paper will introduce a design-led cultural research
meaning at their confluence and deliver experiences that and heritage mediation that is currently under
are greater than the sum of their parts. This paper seeks to implementation in a rural setting in north-central Portugal,
examine the theoretical and practical implications of the which involves the rescue and reinstatement of an ancient
relationship between the physical and digital, and offer tradition of linen-making. In this regard, the intervention
insight into how their interaction can impact, both will detail the framework within which the affordances of
positively and negatively, the engaged experience of contemporary technology are being leveraged: necessarily
participants in cultural spaces. Developing a framework to towards the documentation of the related activities, tools,
conceptualize and examine this relationship, referred to and externalities for future reference, but more
here as Duality. The development of the concept of Duality, importantly, also for scaffolding research actions aimed at
in the context of Augmented Reality is the first concern community building. The cycle of linen-making in the
here. Exploring the writing of Manuel Castells, Lev mentioned context is an agricultural process that has
Manovich, Ronald Azuma, and Guy Debord, amongst existed across several millennia throughout continental
others, to interrogate the varied and contrasting Portugal, wherein regional specificities, both climatic and
perspectives on the relationship between the physical and processual, have contributed with cultural diversity to the
digital, the space for flows, and the space of places, and overarching industrial/sectoral discourse.
their impact upon experience.
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TUESDAY - 12/9/2023 (ROOM S4– ALDO MORO COMPLEX): 4.30-6-00 p.m.
‘Designing Mixed Reality Heritage Performances to Radically, the Mixed Reality project engaged a youth panel
Support Decolonisation of Heritage Sites’, is a collaborative as paid consultants to help challenge, inform, and engage
research project to create two Augmented Reality and Live with both the museological methodologies under
Immersive Performance projects in heritage sites at development as well as the interpretation of the colonial
Historic Deerfield, Massachusetts, and Marble Hill House in narratives being explored in the theatrical piece. The
London. This paper will examine the intersection of live potential of immersive digital technologies in empowering
performance with digital design through Mixed Reality
audiences and curating affective experiences is an
Hololens to decentre and contextualize the history of the
emerging area of museological practice. This paper
heritage site with the wider context of the 18 th-century
transatlantic slave trade. The paper will explore the explores how digital heritage performance can aid heritage
different creative challenges and opportunities provided sites in their endeavor to attract new audiences while
by each heritage site. It will include audience and actor critically engaging the public with under-represented
observations and feedback from a first performance, Jin’s voices and viewpoints of contested and difficult histories.
Dream, performed in May 2023 at Historic Deerfield. It examines how institutional strategies around audience
Furthermore, the talk will handle the design and development and learning can provide opportunities to
development work for a second performance, involve communities in co-creative and co-production.
titled Sancho’s Journey. While these practices have previously been considered
risks to authenticity and institutional expertise, this paper
MARIZA DIMA will offer a new risk framework in which these practices
(Brunel University) are essential strategies for risk mitigation, helping to align
Emerging Design Processes for Mixed Reality Heritage Performances. the aims of communities with heritage practitioners which
are sometimes framed as being at odds with each other.
As part of the three-paper panel focusing on different
aspects of creating world-first Mixed Reality Heritage HARMONY BENCH*, KATE ELSWIT**
Performances, this paper outlines and discusses the first (*The Ohio State University; **University of London)
insights from designing 'Jin's Dream', a fusion of Mixed
Motion Data and Bodily Archives: Dance History as Dance Heritage?
Reality and live participatory theatre experience that told
the stories of enslaved Africans in the historic village of
Deerfield, Massachusetts in the 18th century, with How are digital tools usefully employed in the context of
references to the triangular trade. In particular, the talk analyzing theatrical dance histories, heritage, and
will focus on a new type of theatre script, online legacies? The negotiation between tangible and intangible
production processes, actor control through Internet of cultural heritage is central to the representation and
Things sensors, and affective design of an embodied understanding of how dance practices have been
experience guided by the synchronicity between acting materially embodied in the past, especially when
and Mixed Reality content. A first set of recommendations approached from the perspective of a data-led inquiry.
for similar projects will be presented and linked to the This talk will begin with a brief introduction to the
other two papers to offer a holistic overview of the project researchers’ earlier collaborations exploring print
outcomes and to present the opportunities of Mixed archives for the purposes of curating, analyzing, and
Reality Heritage Performance as a decolonising/repairing
visualizing dance historical datasets, before turning
tool.
toward more recent experimentations with historical
motion data. The presentation will focus in particular on
research strands conducted in partnership with the
Institute for Dunham Technique Certification and the
Advanced Center for Computing in Art and Design at The
Ohio State Unive
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TUESDAY - 12/9/2023 (ROOM S6– ALDO MORO COMPLEX): 4.30-6-00 p.m.
GORAN ĐURIĆ
(University of Melbourne)
Dramaturgies of Priming: An Affective Politics of Stone-Robot
Encounters.
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PANEL 6: PARTICIPATION
CHAIR: MARIA CHATZICHRISTODOULOU (KINGSTON UNIVERSITY)
The current general scenario for any activity takes place in While concerns related to attention scarcity predate the
an atmosphere of infinite metamorphosis. Suffering it or era of digital media and the era of the industrial revolution
understanding it as an opportunity is up to us. Therefore, (Citton, 2019, p.102), digital technologies introduced
in this context, the project culture recognizes that it is not economy models where users’ attention became a source
possible to speak of “innovation” (discovery + application) of profit, with predictive algorithms prolonging the
without associating it with “collaboration”, when planning engagement and data collection enabling targeting users at
the future scope of creation. In this context, the “co-design” the individual level (Bhargava, Velasquez 2021, p.341).
creates a new “culture of participation”, typical of the post- Creative attention, unlike cognitive attention which
industrial world, which thinks of innovation from an classifies objects according to already established
overlap of networks, and connection nodes that speak of a categories, opens up possibilities of forming new
decentralized and mobile reality. Therefore, to the categories and understandings (Citton, 2019, p.105). The
interdisciplinary logic claimed, we must add the active intervention posits museum space experiences as
involvement of all the subjects involved in any project. We, embodied events that can support and re-engage creative
therefore, need new languages for new experiences that attention and other types of attention that are negatively
allow us to consider ethically, politically, and affected by prolonged exposure to digital media platforms.
communicatively the new global context, thus rewriting Museums enable ‘aesthetic attention’ (Citton, p.105),
the constellations of interests of the consolidated systems. through objects and experiences which defy or exceed our
An interesting field of experimentation then opens up preconceptions, and thus enable the delay between the
where local and global realities meet at open intersections, perceiving moment and any hypothesis about the nature of
a novum still to be explored. what is perceived.
40
Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
Keynote Presentation
By
CHRISTIAN GRECO
(Director of Museo Egizio di Turin)
Christian Greco has been Director of the Museo Egizio since 2014. Trained mainly in the
Netherlands, he is an Egyptologist with vast experience working in museums.
He curated many exhibition and curatorial projects in the Netherlands (Rijksmuseum van
Oudheden, Leiden; Kunsthal, Rotterdam; Teylers Museum, Haarlem), Japan (Okinawa,
Fukushima, Takasaki and Okayama museums), Finland (Vapriikki Museum,
Tampere), Spain (La Caixa Foundation) and Scotland (National Museum of Scotland,
Edinburgh).
While at the head of the Museo Egizio, he has set up important international collaborations with
museums, universities, and research institutes all across the world.
Greco is also a dedicated teacher. He is currently teaching courses in the material culture of
ancient Egypt and museology at the Università di Torino, Pavia, Napoli, the Scuola di
Specializzazione in Beni Archeologici of the Università Cattolica del Sacro Cuore in Milan and
the New York University in Abu Dhabi.
Fieldwork is particularly prominent in Greco’s curriculum. For several years, he was a member
of the Epigraphic Survey of the Oriental Institute of the University of Chicago in Luxor. Since
2011 he has been co-director of the Italian-Dutch archeological mission at Saqqara.m Greco’s
published record includes many scholarly essays and writings for the non-specialist public in
several languages. He has also been a keynote speaker at a number of Egyptology and
museology international conferences.
Introduced by
STEFANO DE MARTINO
(Università di Torino)
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Performing Cultural Heritage in the Digital Present - DRHA Conference 2023 | BOOK OF ABSTRACTS
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WEDNESDAY - 13/9/2023 (ROOM S2– ALDO MORO COMPLEX): 10.30-12-00 a.m.
PANEL 1: MUSIC
CHAIR: ILARIO MEANDRI (UNIVERSITÀ DI TORINO)
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SUSANA BARRETO*, ALICE SEMEDO*, CLÁUDIA LIMA**, ELIANA AMIRA AHMED, ALEKSANDRA DULIC*
PENEDOS-SANTIAGO*, ROCIO JIMENEZ***. (Cairo University; *University of British Columbia)
(Universidade do Porto*; University of Lusófona**; University Digital Heritage and its Implications for Global Citizenship Education.
of Huelva***)
Controversial Heritage: Designing Museum didactic materials for This paper explores how immersive digital experiences
Porto’s schools. can contribute to intercultural exchanges and the
dissemination of cultural heritage as implications of global
This article describes an ongoing collaborative research citizenship education. This paper analyzes the best
project undertaken by researchers at the University of practices used in existing digital heritage experiences to
Porto, the National Museum Soares dos Reis and one local inform the design and evaluation of our research-creation
state secondary school. It aims at (a) identifying project. This project allows users to freely navigate their
controversial heritages that are important for schools and way into the world's greatest open-air museum, Luxor city,
museums to explore the complexity of the world; (b) and take a closer look at its prominent monuments and learn
designing a learning scenario for secondary schools that about ancient Egyptian history and mythology. The
uses a set of educational tools that can be used as a starting primary objective of the project is to examine the effects of
point and pedagogical setting for exploring controversial immersion and interaction with a high-resolution, 3D, VR-
heritages in school-museum-city contexts. This article ready video wall on user experience and experiential
explores methodologies applied in the research process learning.
and designs contributions in terms of the methodologies
used (design thinking and co-design methods) and the MICAELA SCHOLTZ
development of teaching materials. (Nelson Mandela University)
Notions of the Visible and the Invisible, Investigating the Global Social
KATHERINE TOWNSEND*, LUCIANA JABUR**, ANNA PIPER***. Media Campaign, ‘THIS IS ENDOMETRIOSIS’.
(*Nottingham Trent Univeristy; **Independent Scholar;
***Sheffield Hallam University) Endometriosis is a common, ‘invisible’, gynecological
Digital Literacy Matters: Supporting Textile Artisans in Guatemala condition that is under-diagnosed and largely
Through Communal Design Approaches misunderstood. This is resultant of a lack of information
and representation due to the constraints set historically
Textiles are one of Guatemala's most valuable cultural by patriarchal culture. The visual representation of
assets and have been part of the Maya community’s Endometriosis, and female reproductive health in general
identity and tradition for centuries. Textiles are also an is critical to develop a better social understanding and
important income generator for indigenous Maya women, debunking the misleading perceptions. New York-based
many of whom live in remote rural areas with very limited photographer, Georgie Wileman, questions such
access to information and communication technology perceptions through a global social media campaign
services. The paper will focus on the crucial role played by established in 2019 titled THIS IS ENDOMETRIOSIS. In
mobile technology in enabling textile artisans to maintain response to Wileman’s campaign, I visually reflected on my
material resources and income streams during personal, embodied experience with this illness.
government-enforced COVID-19 lockdowns. It will explore
how digital literacy was applied to both maintain and YELIN ZHAO*, FAN WU*, BING WANG*, JIAXUN LI**
transform textile craft practices within Indigenous (*Indipendent Scholar; **University of York)
communities, by amplifying social, cultural, and economic The Rhizomatic Virtual Visiting Experience: A Case Study of the
development. Palace Museum (Beijing) on WeChat.
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WEDNESDAY - 13/9/2023 (ROOM S6– ALDO MORO COMPLEX): 10.30-12-00 a.m.
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WEDNESDAY - 13/9/2023 (ROOM S7– ALDO MORO COMPLEX): 10.30-12-00 a.m.
The OUT Museum has been designed as the first «LGBTQ+ Through case studies, related to the integration of phygital
arts and media virtual museum» by the OUTFEST, a technology in space and the dwelling gesture of visitors,
nonprofit organization born in 1982 animated by the the paper aims to extrapolate the characteristics of
Outfest UCLA film archive project, whose goal is phygital museum spaces, as narrative amplifiers of the
empowering filmmakers and communities. To achieve this intangible dimension of cultural heritage. From smart
aim, it has created the museum as a digital platform objects (Whispering Table, TheGreenEylStudio) to
following different strategies which combine film festival sensible environments (Museum Laboratory of the Mind,
programs and digital channels as a unique environment. Studio Azzurro), to collective performance (Humania,
This paper investigates the specific methods used as best KosmanndeJong), move in the direction of vivifying the
practices for other institutions to experiment with new museum experience through the embodied engagement of
ways for sharing the cinematographic heritage viewed as visitors, linking the representation of artworks to the
inherited and living production, according to different multiplicity of experiences that can be connected and thus
research about the museum and audiovisual tools as forms considering the museum as a place of multivocal gazes, as
of communication digitally and not (ICOM 2020). highlighted by the updated ICOM definition. The aim is to
map best practices related to the design of phygital
ALEKSANDRA KOSZTYŁA museum spaces, in which starting from the centrality of the
(ID+, FBAUP) storytelling, link the performativity of the visiting
Poetic Dimension in Immersive Exhibitions of Renaissance Art: experience to the situated and invisible digital technology.
Balancing Technology and Cultural Heritage.
PAOLO CLINI, RENATO ANGELONI, MIRCO D'ALESSIO, UMBERTO
This article aims to explore the role of the poetic dimension FERRETTI*.
in immersive exhibitions of Renaissance art. The focus is (Università delle Marche; *La Sapienza Università di Roma)
on the delicate balance between the use of technology and Accessing the Inaccessible: A VR Experience for the Enigmatic Bas-
the presentation of ancient art to create an engaging visitor Reliefs of the Campana Caves.
experience. The article delves into the significance of the
poetic dimension in immersive exhibitions and the Extended Reality has demonstrated its potential in
strategies employed to achieve it. The concept of "slow" supporting conservation and communication processes of
design is also considered and its potential impact on the Cultural Heritage. Among different available technologies,
visitor experience is discussed. Three immersive particularly Virtual Reality provides effective manners to
exhibitions of Renaissance art are used as examples to experience CH by fostering new forms of engagement.
showcase the successful integration of technology and Indeed, through virtual interactions with digital twins, it is
ancient art, as well as the importance of the poetic possible to generate Interactive Thematic Virtual
dimension in enhancing the visitor experience. The article Environments (ITVE) that allow visitors to experience
concludes by examining the ongoing debate surrounding interactive storytelling associated with artifacts and
the use of technology in museums and exhibitions. Both artworks, or even with a whole cultural site. This paper
positive and negative opinions are acknowledged, offering focuses specifically on the ITVE potential in accessing the
a nuanced view of the topic. Overall, this article examines inaccessible, as implemented for the Campana Caves in
the role of the poetic dimension in immersive exhibitions Osimo (Italy). These galleries are part of the tunnel system
of Renaissance art, highlighting the interplay between which sprawls under the old town. For centuries, it was
technology and ancient art, and the potential impact it can used by the population as a war shelter. Moreover, along
have on the visitor experience. the walls and vaults of the two main corridors, enigmatic
figures carved in the stone are keepers of old Masonic
rituals.. Unfortunately, most of the representations are no
longer recognizable. In such a scenario, digital
documentation is crucial for defining a proper
conservation plan, and even more for designing an
alternative experience of a site that must be kept physically
inaccessible to be preserved.
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WEDNESDAY - 13/9/2023 (ROOM S8– ALDO MORO COMPLEX): 10.30-12-00 a.m.
The paper will explore how the idea of “diaristic” can be This talk aims to present the research developed in the
practiced as an art form. It will question the new meaning project "FORMA. Representing space: performance,
of an atmospheric space that can be created through documentation and immersive archive," developed within
moving images by reflecting on Jonas Mekas’ 365 Day the Department of the Arts of the University of Bologna
Project (2007), Walden (1969), Gilles Deleuze’s diagram, under the guidance of Prof. Enrico Pitozzi (Bando
and Bruno Giuliana’s concept of atmospheric projection. AlmaIdea - PNRR 2022). The goal of this project is to
Various diaristic practices create unique ways of crafting elaborate a prototype application for the documentation
and making that cannot be defined in a specific structure, and fruition of live performances, archived with innovative
form, or purpose that can be called a genre. Since the digital techniques. In order to achieve this goal, it was
concept of the diary expanded to both the private and necessary to change the approach, interrogating the
public spheres in the twenty-first century, the newly technical possibilities to overstep of two-dimensionality of
developing video environment offers various approaches a normal video archive to record different and multiple
to self-writing or self-making, including digital image angles of fruition, both on the visual and sound planes. At
software, social media platforms, and personal archives as the same time it was necessary to balance this multiplicity
an ongoing development of self. However, the process of of viewing and listening points with the show authors’
making has been less discussed in terms of its artistic and intentions, in order not to distort them. This led to the
atmospheric value because, most of the time, the process is definition of an innovative, replicable and flexible model
considered as a draft that will be removed from the for documenting - in addition to the actions - the spatial
finished work. I argue the practice of the diary continues in forms through which to trace the compositional principle.
a romantic and positivist sense as a commentarial self or
expression of sensations, which requires an expanded ISABELLE VERHULST, POLLY DALTON, ADAM GANTZ, RACHEL
understanding as an intimate artistic practice. DONNELLY*
(Royal Holloway University of London; *Imperial War
LEE DAVID MILLER, JOANNE "BOB" WHALLEY Museums (IWM)
(Falmouth University) The Sense of 'Being There’ in an Audio World. Learnings from the 'One
Otherwising: The Distributed Dramaturgies of Volumetric Capture. Story, Many Voices' Immersive Audio Installation UK Tour.
While there might be little novelty in acknowledging the The sense of ‘being there’ in an immersive experience such
challenges presented in the documentation of live as VR or AR (also referred to as a sense of ‘presence’) is a
performance practice, or the close relationship between key success predictor. For example, the feeling of presence
documentation and dissemination in the context of artistic has been linked with learning, willingness to pay, and the
research, there is nevertheless still work to be done on the likelihood of repeat visits. Furthering the understanding of
dramaturgy of the document. By considering emergent what creates a presence in XR will help to create more
protocols and workflows for capturing material from compelling immersive experiences in the future. In a series
existing archives in XR formats, and documenting large- of real-world studies, the paper will explore the predictors
scale, live performance using volumetric capturing of presence in immersive audio installations. It will
techniques, this presentation seeks to consider the question whether presence (and a range of other aspects
potential impact that these developments might have upon of experience, including perceived audio quality, audio
the dramaturgical strategies employed within ephemeral, spatialization, and overall enjoyment) is affected by the
process-driven performance practice. method of audio presentation. The case of study is an audio
installation ‘One Story, Many Voices’, using either
loudspeakers or headphones with 3D spatialized sound,
presented stories and poems about WWII to museum
visitors at a partnership of ten Museums in the UK.
48
CREDITS:
Conference Chairs: Antonio Pizzo and Gabriella Giannachi
THANKS TO:
STAFF UniTo:
Comunication and Press Office: Elena Bravetta