题名

從缺陷到對話到創作-論博物館科技的「共享權威」與「數位策展」實踐

并列篇名

From Defects to Dialogues to Creation - On the Practice of "Participatory Authority" and "Digital Curation" in Museum Technology

DOI

10.6922/THJAR.202112_(3).0007

作者

施登騰(Deng-Teng Leon Shih)

关键词

共享權威 ; 博物館科技 ; 數位典藏資料 ; 數位策展 ; 擴增實境 ; participatory authority ; museum technology ; digital archives ; digital curation ; augmented reality

期刊名称

清華藝術學報

卷期/出版年月

3期(2021 / 12 / 31)

页次

129 - 154

内容语文

繁體中文

中文摘要

「數位博物館」議題與想像是否被過度期待?相關質疑不絕。其中的數位典藏技術與應用並不怕討論,更何況面對其創新應用以及所涉的數位轉譯技術,毋寧需要更多觀點與討論的介入。「藝術鑑賞」是從主觀的體驗觀察(隱性),透過文字或媒介去表述,並予以具體化、形象化(顯性)。而數位轉譯也必須是在「內容專業」與「技術專業」的既有基礎上,提供第三方專業去建構可尋、取、用、識、感的對話。在數位轉譯的應用上,「隱」「顯」確實是互相補益與支援的。因此,本研究以數位典藏資料為材料,探討其作為開放資料的數位民主化後之「共享權威」議題,並具體地透過以數位轉譯技術為核心的「數位策展」手段去實踐。而面對缺陷到對話到創作的答案,本研究則提出「三元結構」作為數位內容與數位技術共構之模式結論,也回應對於「數位博物館」的諸多議題。

英文摘要

There are some existing opinions about "digital museum" being impracticable. Many issues on digital archives and applications are open for discussion, however, the digital interpretation technology involved in related issues requires more discussion and intervention from different perspectives. "Art Appreciation" is tacit knowledge when it is subjective experience observation, however, when it is expressed through embodied and visualized texts or multimedia, then it is explicit knowledge. "Digital interpretation" is to provide third-party expertise to construct searchable, accessible, usable, recognizable, and perceptible interactions on the basis of existing "content specialty" and "technical specialty." As far as digital interpretation is concerned, "tacit knowledge" and "explicit knowledge" are indeed mutually beneficial and supportive. Consequently, this research uses digital archives as material, discusses the issue of "sharing authority" after the digital democratization as open source, and specifically implements it through "digital curation" methods with digital interpretation technology as the core. In response to the research conclusions from "defects to dialogue to creation," this research proposes "Ternary Structure" as a concrete reference model for the co-construction of digital content and digital technology.

主题分类 人文學 > 藝術
参考文献
  1. 江淑琳,張瑜倩(2016)。更民主的科學溝通:科學類博物館實踐公眾參與科學之角色初探。傳播研究與實踐,6(1),199-227。
    連結:
  2. 吳紹群(2018)。科技元素應用於博物館館校合作活動之研究:以線上影音、虛擬實境以及 3D列印之整合運用為例。博物館學季刊,32(1),85-111。
    連結:
  3. 耿鳳英(2017)。突破與創新——論國家博物館展示的新視野。博物館學季刊,31(3),79-98。
    連結:
  4. 顏上晴(2004)。由觀眾面向探討展示評量指標。科技博物,8(2),67-89。
    連結:
  5. 〈folksonomy〉,《國家教育研究院雙語詞彙》(無日期),https://terms.naer.edu.tw/detail/1679052/?index=2,2021 年 8 月 22 日下載。
  6. “Steve: The Museum Social Tagging Project,” Steve.Museum (2011), https://www.steve.museum, download on 22 August 2021.
  7. Angus, Emma,Thelwall, Mike,Stuart, David(2008).General Patterns of Tag Usage Among University Groups in Flickr.Online Information Review,32(1),89-101.
  8. Beaudoin, Joan(2007).Folksonomies: Flickr Image Tagging: Patterns Made Visible.Bulletin of the American Society for Information Science and Technology,34(1),26-29.
  9. Clark, Alexander(ed.),Fox, Chris(ed.),Lappin, Shalom(ed.)(2013).The Handbook of Computational Linguistics and Natural Language Processing.Chichester:John Wiley & Sons.
  10. Cowan, Robin,David, Paul A.,Foray, Dominique(2000).The Explicit Economics of Knowledge Codification and Tacitness.Industrial and corporate change,9(2),211-253.
  11. Damala, Areti,Cubaud, Pierre,Bationo, Anne,Houlier, Pascal,Marchal, Isabelle(2008).Bridging the Gap Between the Digital and the Physical: Design and Evaluation of a Mobile Augmented Reality Guide for the Museum Visit.Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts,Athens, Greece:
  12. Derrickson, Krystina. “Second Life and the Sacred: Islamic Space in a Virtual World,” Digital Islam (2008), http://www.digitalislam.eu/article.do?articleId=1877, download on 6 November 2021.
  13. Dudley, Sandra(ed.)(2013).Museum Materialities: Objects, Engagements, Interpretations.London:Routledge.
  14. Farago, Jason. “The New MoMA Is Here. Get Ready for Change,” New York Times (2019.3.4), https://www.nytimes.com/2019/10/03/arts/design/moma-renovation.html, download on 6 November 2021.
  15. Frisch, Michael B.(2013).Evidence-Based Well-Being/Positive Psychology Assessment and Intervention with Quality of Life Therapy and Coaching and the Quality of Life Inventory (QOLI).Social Indicators Research,114(2),193-227.
  16. Hammady, Ramy,Ma, Minhua,Temple, Nicholas(2016).Augmented Reality and Gamification in Heritage Museums.Proceedings of Joint International Conference on Serious Games,Heidelberg:
  17. Heim, Michael(1993).The Metaphysics of Virtual Reality.New York:Oxford University Press on Demand.
  18. Hooper-Greenhill, Eilean(2020).Museums and the Interpretation of Visual Culture.London:Routledge.
  19. Jung, Jason J.(2013).Cross-Lingual Query Expansion in Multilingual Folksonomies: A Case Study on Flickr.Knowledge-Based Systems,42,60-67.
  20. Lopes, Fernando Augusto Silva(2018).Virtual Visit to the Museum: A Digital Touristic Proposal.Revista Lusófona de Estudos Culturais,5(2),395-408.
  21. Malmkjær, Kirsten(2009).The Routledge Linguistics Encyclopedia.London:Routledge.
  22. McKenna-Cress, Polly,Kamien, Janet(2013).Creating Exhibitions: Collaboration in the Planning, Development, and Design of Innovative Experiences.New Jersey:John Wiley & Sons.
  23. Milton, Nick,Lambe, Patrick(2019).The Knowledge Manager’s Handbook: A Step-by-Step Guide to Embedding Effective Knowledge Management in your Organization.London:Kogan Page Publishers.
  24. Paasonen, Susanna,Light, Ben,Jarrett, Kylie(2019).The Dick Pic: Harassment, Curation, and Desire.Social Media+ Society,5(2)
  25. Shih, Deng-Teng(2018).On the Digital Interpretation of the Sacredness of Exhibit.Annual Conference of ICOM ICOFOM-ASPAC 2018 Conference,Taipei, Taiwan:
  26. Specia, Lucia,Motta, Enrico(2007).Integrating Folksonomies with the Semantic Web.Proceedings of the 4th European conference on The Semantic Web: Research and Application,Berlin:
  27. Tavčar, Aleš,Antonya, Csaba,Valentin, Butila Eugen(2016).Recommender System for Virtual Assistant Supported Museum Tours.Informatica,40(3),279-284.
  28. Trant, Jennifer,Wyman, Bruce(2006).Investigating Social Tagging and Folksonomy in Art Museums with Steve. Museum.Proceedings of Collaborative Web Tagging Workshop at WWW2006,Edinburgh, Scotland:
  29. Verhaar, Jan,Meeter, Han(1989).Project Model Exhibitions.Amsterdam:Reinwardt Academie.
  30. Wadia, Yohan(2016).AWS Administration–The Definitive Guide.Birmingham:Packt Publishing Ltd.
  31. Wal, Thomas Vander(2005).Wal, Thomas Vander. “Folksonomy Definition and Wikipedia,” Retrieved May 5 (2005), p. 2011..
  32. Weller, Chris. “A Leading Designer Explains Why Awesome Museums are Still So Boring,” Insider (2015.11.12), https://www.businessinsider.com/why-awesome-museums-are-still-boring-2015-11, download on 21 July 2021.
  33. 沈聖博(2009)。線上遊戲 Second Life 變成藝術家創作場域。典藏今藝術,201,101-103。
  34. 施登騰,〈博物館科技 / 數位轉譯系列:博物館的數位時代 / 工作職能〉,(2019.4.22),https://medium.com/artech-interpreter/%E5%8D%9A%E7%89%A9%E9%A4%A8%E7%A7%91%E6%8A%80-%E6%95%B8%E4%BD%8D%E8%BD%89%E8%AD%AF%E7%B3%BB%E5%88%97-%E5%8D%9A%E7%89%A9%E9%A4%A8%E7%9A%84%E6%95%B8%E4%BD%8D%E6%99%82%E4%BB%A3-%E5%B7%A5%E4%BD%9C%E8%81%B7%E8%83%BD-450a31500f54,2021 年 8 月 22 日下載。
  35. 施登騰,〈數位轉譯/博物館科技系列:從 Smithsonian Institute 免費開放數典 open access「真難用」談起〉,(2020.3.12),https://medium.com/artech-interpreter/%E6%95%B8%E4%BD%8D%E8%BD%89%E8%AD%AF-%E5%8D%9A%E7%89%A9%E9%A4%A8%E7%A7%91%E6%8A%80%E7%B3%BB%E5%88%97-%E5%BE%9Esmithsonian-institute%E5%85%8D%E8%B2%BB%E9%96%8B%E6%94%BE%E6%95%B8%E5%85%B8open-access-%E7%9C%9F%E9%9B%A3%E7%94%A8-%E8%AB%87%E8%B5%B7-206a43dfcc58,2021 年 8 月 22 日下載。
被引用次数
  1. (2024)。博物館典藏工作實踐之觀察與體悟:敘事探究取向。科技博物,28(1),5-34。
  2. (2024)。多媒體於常設展之設計、轉譯──以國立臺灣歷史博物館「斯土斯民:臺灣的故事」為例。國立臺灣博物館學刊,77(3),37-70。