- Title Pages
- Series Foreword
- 1 Rise and Fall of the Post-Photographic Museum: Technology and the Transformation of Art
- 2 The Materiality of Virtual Technologies: A New Approach to Thinking about the Impact of Multimedia in Museums
- 3 Beyond the Cult of the Replicant: Museums and Historical Digital Objects—Traditional Concerns, New Discourses
- 4 Te Ahua Hiko: Digital Cultural Heritage and Indigenous Objects, People, and Environments
- 5 Redefining Digital Art: Disrupting Borders
- 6 Online Activity and Offline Community: Cultural Institutions and New Media Art
- 7 A Crisis of Authority: New Lamps for Old
- 8 Digital Cultural Communication: Audience and Remediation
- 9 Digital Knowledgescapes: Cultural, Theoretical, Practical, and Usage Issues Facing Museum Collection Databases in a Digital Epoch
- 10 Art Is Redeemed, Mystery Is Gone: The Documentation of Contemporary Art
- 11 Cultural Information Standards—Political Territory and Rich Rewards
- 12 Finding a Future for Digital Cultural Heritage Resources Using Contextual Information Frameworks
- 13 Engaged Dialogism in Virtual Space: An Exploration of Research Strategies for Virtual Museums
- 14 Localized, Personalized, and Constructivist: A Space for Online Museum Learning
- 15 Speaking in Rama: Panoramic Vision in Cultural Heritage Visualization
- 16 Dialing Up the Past
- 17 The Morphology of Space in Virtual Heritage
- 18 Toward Tangible Virtualities: Tangialities
- 19 Ecological Cybernetics, Virtual Reality, and Virtual Heritage
- 20 Geo-Storytelling: A Living Archive of Spatial Culture
- 21 Urban Heritage Representations in Hyperdocuments
- 22 Automatic Archaeology: Bridging the Gap between Virtual Reality, Artificial Intelligence, and Archaeology
Dialing Up the Past
Dialing Up the Past
- (p.332) (p.333) 16 Dialing Up the Past
- Theorizing Digital Cultural Heritage
- The MIT Press
This chapter examines the role of “place” as a structuring concept for virtual heritage environments, and draws upon concepts from architecture, cultural geography, and theory in virtual environments (particularly “presence” research) to look at a number of specific features of place-making. It considers the features of different kinds of virtual places and the cultural and social functions they facilitate. The chapter first describes the early days of digital imagery and the advent of current interactive multimedia representations, before turning to how the notion of place has come to occupy a central position in interactive digital environments. It also explains why place and “placeness” are more than just visual realism of the highest possible order.
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