The Online Art Museum
With the rise of Internet and interactive art, there is an increasing need for
non-traditional, Internet-only display spaces.
There are a large number of Internet manifestations of real-world museums. There
are far fewer museums that can be visited on the Internet only, and do not have a
physical manifestation.
Internet art forms rarely have a place in modern museums. Those that are put on display
are either on public machines in a gallery, in which case the physical presence of
the computers themselves unintentionally become a part of the artwork, or on
machines in media rooms, where the art is relegated to a utility space. In fact, Internet art
may have no place in physical museums, and require instead a virtual space where
visitors can separate the aspects of their haptic environment from the artwork.
The Internet has not only inspired new forms of art, but also creative ways of
navigation and information dissemination that may augment the experience of
physical works. A physical art museum limits the visitor's ability to explore
tangential experiences -- in a virtual space, one might look at a representation
of The Victory of Simothrace, note that it adorned a ship, think of Viking
ships and, with little effort, immediately navigate to a site detailing the
ships in the Roskilde Viking Museum. If mediated through a coherent shell,
the ease of transition in Internet spaces could lead to serendipitous, creative
juxtapositions.
It is undesirable, then, for an Internet museum to take on exactly the characteristics
of a physical museum. Several online museums, including a system in development at
the Nordic Institute for Contemporary Art, attempt to recreate the sense of being
in a physical space. Usually, this direct mapping between physical and virtual
spaces results in the limitation of possibilities. Why throw up walls when walls
are unnecessary?
T h e r e f o r e . . .
Design online-only museums for the display of Internet art or as a way of exploring
physical works that may never be housed in the same museum. Use the medium as a guide for developing
spacial layouts and try not to map physical spaces to their virtual equivalents.
And most importantly, do not be hesitant to give up control to the users.