Duncan started off the discussion asking for a definition of audiences.
He broke it down to:
- informed audience - prior expertise
- people who need to be informed
The key is the democratizing the understanding of the past.
Rebecca looked at audiences, too. "Visual representations give
those not involved in the project a way to comprehend what's being done
as well as what the site looked like when it was 'alive'." These audiences
included funding boards, TV documentaries, docu-dramas, "eco-tours",
and games. She went on to ask "why do we need to present our results
to an audience?" Clearly funding (to get started), sustainability
(continued funding), marketable products (archaeological tools [where to
dig next?], games, edutainment), and as an aid to understanding concepts
(the archaeological context of the environment and how it interacts with
the real world.
Kevin looked at some of the possibilities and pitfalls of computer graphics
and historical reconstruction. After giving some of his background context,
he looked at various genres:
- feature film / video game production - highly produced, but hardly
accurate
- museum work - often correct, but not always engaging
- CGI field work - very accurate, but technically demanding and untested
Is film quality too much to shoot for in other territories?
Lon contrasted the low-end of graphics versus the high-end. Democratization
- how do you get it out to the masses? Duncan responded that we need to
engage our audience, but not patronize them. This raised the question of
whether or not the audience could/should participate in interpretation
of the data. Also, consider the implication of Apple's thrust to push digital
movies?
Ruth said that they've found that engaging students with a combination
of computer work and practical work is the most effective approach - there
was a higher level of engagement. Lon asked if we even needed computer
technology? Ruth thought that it transported them to another real successfully.
Duncan noted that that could be done with a successful storyteller, too.
There is a problem of presenting images as fact. Holding an ancient artifact
versus a visual presentation - there is less scope for misunderstanding.
Rebecca noted that CGI is just another form of story telling - each
one is vulnerable to its pitfalls of storytelling. Lon wondered when are
traditional tools equally or more effective than [seductive] technologies.
For example, the Field Museum is rolling out an $8M dinosaur, Sue. Should
we be worried that people think that something that costs this much should
be exciting?
It was noted that the Hayden Museum bought Reality Monsters - they will
be the ones obsolete in a few years, while "Sue" will last 50
years! TV documentaries don't need to be flashy 3D presentations - they
should be about the story, not just the visual actors. Lon looked at Digitalo's
VRND Notre Dame, Berkeley's Massa Web/Projections (making it an event for
the public, especially for the public who may not be connected to the Internet),
ARCH Foundation Salzburg projections, and the Projection Kiosk at Ename
Center (an augmented reality projection onto the foundations of the site).
Lon would like to see people more engaged by interactive participation;
there is enormous potential for interest.
Is it better to have people experience things virtually or in real life,
where virtual visits could protect the real artifact from degradation.
Ruth thought it depends upon who it was neat for? "It's about the
thrill." This spawned a rash of comments:
- education versus engagement - how do we help local people to understand
the significance of the ruins in their area?
- the sad truth is the popular masses want to be entertained
- movies versus museums
- entertainment en masse
- the majority of the mass want to be diverted
- are you doing research for your audience or for the inquiry itself?
- you need to be sophisticated as your audience
- low-end CG for your analysis
- high-end CG for your selling/engagement
- the goal is to educate the populace to have a context before they see
the real thing - it can be equally entertaining in having a context
- museums are places to be informed - cinemas are for entertainment
- edutainment?
- when one wants to be entertained - it means making yourself receptive
to change, to being engaged
A comment came out about artistic reconstructions. When it was done
with conventional art, it was more acceptable. Computer graphics realism
can be perceived as misleading - a sort of "inter-texturality".
Marc brought up Carl Sagan - so many made arguments against his astronomy,
yet he popularized science and had to live in that shadow. Paul noted a
perspective from Indiana Jones - "you call this archaeology?"
It is important to identify the relevant archaeological details to the
audience.
The final comment was a call to define entertainment? There are different
things that we call entertainment. The question is what is worth my time?
If I know it's worth my time, then I'll go to your museum.
To this there is never an easy answer. Duncan clearly saw the need to
continue to have this cross-discipline discussion.