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Thesis project

Collaborator: Antigoni Soulitsioti

Supervisors: Georgios Papakonstantiou/ Ioulia Pentazou

Univeristy of Thessaly, Department of Architecture, 2019

 

 

Summary

 

The blending of the traditional institution of a museum with the modern subject raises the need to redefine the relationship between them. By releasing the museum from its established role as a reservoir of knowledge and the visitor as a passive subject, this diploma thesis explores the potential prospects of a museum network that is in direct dialogue with the citizen.


The museum experience is modified according to the urban plan. Narrow networks are created on the city's web, through which the subject can come in contact with museum trails. The city becomes the center of interaction, the mediator between a museum and a modern subject. Sensible objects, senses, meanings and narratives are involved and create chimeric scenarios. The museum comes out of its walls, the exhibits are reclassified, re-interpreted, create associations and contrast with disparate elements. This is how chimeras are born. Having as main research objectives the revision of narrative frameworks, sensory experience, interaction and personalization, the proposal includes a cluster of physical and non-simultaneous networks, enhancing and evolving the core of the museums. A network of spatial museum experiences is being created in the city of Volos and, at the same time, a digital application that promotes the subject's involvement with musical stimuli, aiming at a personalized relationship. The combination of all individual elements creates a network of interactions between people; a museum track and a city that leads to narrative paths based on personal processes.The outcome of the research is a collage of disparate elements, a multimodal museum narrative, a potential chimera.

 

Introduction

 

 

Museums as social structures invite people to encounter universal truths, evidence and historical traces of the past. Their role is to preserve, examine and distribute the cultural heritage. As museums have been reformed over the years so that they can be integrated to modern society, we could point out their commitment to reshape their social purpose, promoting dialogue and interaction. The museum institution is renewed through its encounter with the modern subject; yet still, there is an obsolete form of museum which seems to accumulate the historical evidence and not be able to share its content in a profound for the visitors way . Exhibits that are divided into collections chronologically or by genus are isolated from individual historical contexts, and are only characterized by their inscriptions. In this manner, the visitor is considered as a passive recipient of visual information, with no room for a critical review. While the contemporary museum seeks to be embedded to the fabric of society, but does not aim to enter into the public space, (it) proceeds to operate in its walls.

The attempt to reverse these characteristics was to be the stimulus of this thesis. The CHIMERAS thesis project is, in fact, a design experiment aimed at revising narrative frameworks and sensory experience, whilst releasing museum form from its narrowly confine. Two fundamental key objectives of this research are the (1) integration of museum experience into the city and the (2) interaction between the museum exhibits and the public.
The museum's conceptual significance has been reshaped in a way that, it constitutes a purpose to explore structures that, in addition to exhibiting its context, suggest direct communication with the public. It is about a network of museum experiences, a combination of physical and digital structures that contribute to the expansion of museum life. The CHIMERAS project does not propose a spatial design of the museum; on the contrary, it can be considered as a suggestion to engage heterogeneous urban layers creating narrative paths. The proposal stimulates a range of questions and suggests the museum as a new, open meeting point of past reminiscences and the contemporary world.

The museum network is approached as a narrative presentation. Walking through the city and receiving multiple stimuli, the visitor is required to decode the stories that are opened up, based on his/her personal and subjective processes. Thus, networks constitute a narrative of multiple interpretations.

 

 

As the visitor is no longer confined to aesthetic satisfaction, he seeks outlets of interpretative freedom and interaction with the exhibit. By means of digitization, exhibits are released from their spatial status in the museum and the user is allowed to interact with them, composing chimerical forms and associative narratives.

The city becomes an open receptor, providing new museum experience to the public. In the context of this project, we begin the research by studying the definition of a museum (physical and digital). Following the principals of Andre Malraux Imaginary Museum 1, we introduce the two basic concepts around which our proposal was initiated, the museum network and the, what we call, hyper- collection. A brief description of the proposal follows.

About Museums

The museum

The museum is an institution that cares for (conserves) a collection of artifacts and other objects of artistic, cultural, historical or scientific importance. Many public museums make these items available for public viewing through exhibits that may be permanent or temporary.2

 

The museum is a social institution for preserving human memory, progress and culture by providing immediate knowledge through the human senses. It is a permanent record that contains how people lived and what they achieved.3 The concept of the museum is translated differently depending on culture, age, social and political context. Both its conceptual approach and, its form and content vary according to the above components.

 

Michel Foucault approaches the museum as a heterotopia of time, a heterochrony.4 Time does not cease to accumulate by forming a kind of archive. The concept of time is mainly based on narrative as the time slots are eliminated. The museum is considered as a place where the present, the past and the future coexist. Museums, in the end, are places where people by interacting with presumptions, memories and artistic expressions can reflect and re-explore their personal beliefs.

The digital museum

The advent of digital design and the integration of digital technology into the museum space has resulted in the creation of new document collections, in the sense that the existing exhibition stock is being rebuilt and revived under new conditions and contexts. The digital archive is essentially a potential collection that differs from the traditional museum exhibit space. Virtual collections can replace the concept of archive as a set of tangible- historical evidence. The digital record itself is characterized by its prospective function as it supports an infinite number of possible data distributions. Therefore, the user can evaluate the digital collections on a personalized basis, filter the information he receives and experience it with a distinctiveness that contrasts with classical archiving of documents in a museum. The archiving based on time/space factors is finally abolished.5

 

 

The conversion of physical evidence into bits and the new perception and understanding of digitised material offers new perspectives for the representation of space. Τhe formation of a virtual museum is an attempt to digitally render the information of a physical museum in order to supplement, enhance or augment the museum archive. These goals are achieved through the personalisation, interactivity, user experience and richness of content that the digitized version of the museum offers. A virtual museum can be formed based on the digital archive it collects, or it may consist of digital exhibitions created by primary or secondary resources. In addition, any reference to digital online or software applications designed for the digital display needs of the museum stock (e.g. displaying digital representations of its collections or exhibits) may be considered as a virtual museum. However, we could assume that a virtual museum could potentially be any digitally created collection (such as 3D simulation of a potential museum, digital works, etc.) which does not require a spatial substance.

 

 

Augmenting museum experience through digital applications

It is to say that virtual reality indicate the need for technological development of the museum space and the need to redesign the space itself. It is the space that can signify the exhibit and is therefore a major source of reflection and inquiry for its curators. There is a new design orientation to discover which proposes a direct interface between user and exhibit.

In this confronting times, we must find strategies not only to preserve our heritage, but to let its stories be rediscovered and reinvented; this is both an artistic and technical challenge. 6

In the synthesis of this new treaty, Kenderdine recommends a new way of approaching the archaeological- historical past, mixing technological means with art. The use of computer programs offers a variety of new strategies for understanding the historical past. These tools facilitate both the task of decoding the evidence' s history as well as the perceptual process of a non-familiar viewer with the exhibit. The digital representation of natural landscapes, the creation of 3D models and the ability to reproduce exhibits in high resolution fill the gaps in the fragments of historical information. However, technological means alone cannot be considered sufficient to create a rich experience and new strategies for interpreting the museum evidence. It takes a connection of space with time, of past with present.

Networks

Reforming the institution of museums, a shift in its significance is attempted. The idea revolves around two key pillars: the museum as a network and the narrative approach of a digital hyper- collection.

 

Rethinking the museum's conceptual significance has led to the creation of new, expanding structures that, in addition to the exhibition and study of the museum collection, suggest direct communication with visitors. This new narrative proposes a museum that is not merely a collection of facts and information, but acts as a social intercessor and receptor. To this is to be added the flexible and dynamic form of the contemporary museum which cannot be delimitated spatially, as it consists of a continuous flow of digital updates. For this reason, referring to a virtual museum is to mention an entire network of partnerships with other urban layers. The museum- network is the complex of physical and non-physical networks operating simultaneously. It includes a complex of interconnected systems that extend the museum experience.

 

The conjunction of the museum's physical space to the city's network and to digital data is a phygital (physical + digital) phenomenon. The virtual museum is trying to integrate three new terms: interaction, sensory experience and personalisation.7

Consequently, the visitor's interest is shifted to the expanded museum' s network which includes the urban network. The museum experience is modified according to the public space, so as it addresses to all citizens.

 

Referring to the museum as a network and its relation to the public space, it is of essential importance to decompose the term city museum.

Over time, city museums have been the stewards of a city's historical heritage and memory. They housed large collections of archives related to the city' s evolution through decades and included a range of documents from artworks to audio recordings of its inhabitants. Later, a new facade of the city museum is revealed, according to which its exclusive fundamental function is being revised. The new city museum is re-examining the urban context in a creative way, allowing a narrative narration of the past and outlining future scenarios for the city. It is, therefore, a receiver of multimodal functions, including the preservation of historical memory and providing an open field of discussion. A contemporary city museum is called upon to debate the current bourgeoisie with its historical past and interact with society. This link brings new insights into how the dialogue between the community and its historical content can be achieved.

 

Chimeras

Chimera, chimaera, or chimaira < the hybrid creature resulting from the natural or artificial

compounding of other species, Chimera (Mythology) < a monstrous creature with parts from multiple animals 8

The renegotiation of museum experience focuses, alongside the museum-network, on the interaction of the public with the exhibits. The visitor is no longer confined to aesthetic satisfaction, he seeks outlets for interpretative freedom and interaction with the exhibit, wishing to revive it through a critical reinterpretation. The digitisation of exhibits makes it possible to the audience to interact with scattered information, simulating and contrasting it. The assemblage of motley museum fragments summarizes the idea of chimeras.

 

With its digital representation, each exhibit loses its dimensions and materiality, thus giving rise to the possibility of its transformation and reinterpretation. We do not consider the digital reproduction of the exhibit as a duplicate of the original, but as an independent transformation into a digital material, making the database an exhibition space rather than a repository of files. It, therefore, enables the integration of different types of information, creates a digital collage of dissimilar elements, an assembly of facts and data.

 

In conclusion, the definition of the hyper-collection is potentially found in a database that assembles unit data, digitize them by subtracting their narrative context and material dimensions. It gives users a grid of possibilities to invent different narrative paths and revivals of the exhibits. The produced patchwork of digitised exhibits are called CHIMERAS.

Proposal outline

 

Networks

Our field of research focuses on the city of Volos, Greece; the city's museums network was initially mapped. To the main museums network of Volos, a complementary network is added which includes all cultural sites and listed industrial buildings of the city. Therefore, unused stores are mapped and added as yet another network, aiming the expansion of museums network to the urban web. To these networks we added an urban layer which consists of the total number of the city's inactive telephone booths. At the total we deal with the following networks:

 

a| The museums network of Volos city

b| The network of city's vacant stores

c| The network of complementary buildings (network of city's complementary cultural/ industrial buildings)

d| The network of city's inactive telephone booths

The application

Additionally to these urban networks, a database of museum exhibits and information is created. A mobile application is set up that allows the user to explore this database, creating combinations of its own components and, at the same time, facilitating citizens browsing through the city's museums network, producing personalised chimeric routes.

 

The planning

Creating the grid of museum experiences, our design focuses on some of the networks nodes. It includes an interactive exhibition proposal at the Volos City Museum, three narrative installations at the Tsalapata Brick Museum and three exemplary exhibition design proposals for the center's vacant store network. Moreover, we intervene to the networks of complementary buildings and telephone booths aiming, in particular, at raising the public interest. The purpose of all design process is to suggest a realistic merge of partly physical and digital means which could be incorporated into the proposed networks.

 

CHIMERAS project is exploring the prospects of a direct public engagement with museums and the city itself, so that it could introduce the city's museums to its citizens and not only to its tourists. The present thesis is not aimed at presenting a universal solution to a problem, but at an experimental redefinition of the museum institution. As an open question, each and every part of the proposal and the overall outcome explores some of the prospects of the new museum vision. Our goal from the outset is to outline creative dialogues about expanding the museum experience into the contemporary era. Our vision is to identify the relationship between museum, its audience, the city and the new media art as a medium that can lend to the museum/city experience and join all these networks. Each part can operate autonomously,or be confronted and combined, so as to produce new chimeric narratives.

inactive telephone booths

 

vacant stores

​complementary buildings

Volos museum of the city/ Tsalapatas Museum

museums network of Volos city

 

 

 

 

 

a| The museums network of Volos city

 

The Museum of the City of Volos

Athanasakeion Archaeological Museum of Volos

Entomological Museum, Volos

Kitsos Makris Folklore Museum, University of Thessaly

Natural History Museum of Volos

 

The Rooftile and Brickworks Museum N. & S. Tsalapatas

Chrysoula Zogia Museum and Art Gallery

National Museum of Resistance, Nea Ionia

Giorgio de Chirico Art Centre
 

Lyceum of Greek Women Volos

 

 

 

 

 

 

 

Networks maps

 

The museum

The Museum of the City of Volos is housed in the former Papadou tobacco warehouse, which was built in 1920.9 Our proposal is designed to be installed in one of the ground floor rooms, which purpose is to host occasional exhibitions. Our designal approach is inspired by the ancient water pipelines (which are located a few meters below the floor and visible through openings) dating back to the Byzantine years.

The idea

Due to the above layout, the design of our installation was based on the idea of the archaeological stratigraphy. Stratigraphy in archaeology is the study of the layout of an archaeological site. These layers are natural and cultural, or only geological.10
While conceptually approaching the stratigraphy theory, practices and terms are distinguished within historical fragments creating layers of meanings. The meanings are assigned to each other, without necessarily implying that they are merged or that the earlier ones are canceled out by the later ones.11 Multilevel meanings are distinguished within the stratigraphy.

 

 

 

 

 

 

Museum of the City of Volos | Stratigraphy

 

 

 

 

 

 

Strotigraphy  concept

 

The installation

By attempting to design an interactive installation based on the above concept, a touch screen is placed covering one of the five holes in the center of the room. The screen aims to simulate the research process followed by archaeologists by carving out an auxiliary grid to reveal the stratigraphy by excavation. The digital excavation ends when the individual squares form a single image, revealing the last layer, the part of the pipeline that is actually beneath the floor.

 

The touch screen allows multiple layers of information to be collapsed into one real surface. Users can simultaneously dig into the virtual grid and thus display images that are not part of a linear narrative. The interplay of these images produces new meanings and enables the user to renegotiate the trivial view of history. This digital version of stratigraphy generates different narrative paths, which are personalised by the users, creating a digital collage of dissimilar elements that disputes the linear narration of history.

 

To emphasise on the meaning of stratigraphy and connect the Museum's historical information to the city, a representational ground section is placed on the wall. Occasioned by the ancient pipeline of the Museum, we introduce the Castle of Volos, built on the Palaia Hill during the rule of Emperor Justinian in the middle of the 6th century AD. Our attempt is to present the existing connection, of the Museum of the City of Volos and its findings to the Castle, which is located a few meters nearby. The section acquires an informative purpose, as the user can understand the concept of stratigraphy, while revealing digital fragments on the touch screen and connecting his/her findings with the layers shown at the section. Observing layers of information and findings from the wider area of Volos at different times, the visitor can simultaneously watch small snippets of current city life through small screens placed at intersections. Fragments of the past and the present coexist, contradict and complement each other, creating new associative narratives of the city.

 

 

 

 

 

 

Strotigraphy section

 

Touch screen snapshots

 

The Rooftile and Brickworks Museum

N. & S. Tsalapatas | Flows

 

 

 

 

 

 

 

Floor projection | corridor III

 

Tsalapatas Museum floor plan

 

The museum

The Museum is housed in the old Rooftile and Brickworks Factory of Nikolaos and Spyridon Tsalapatas, in Volos (Thessaly). It presents daily life in the factory, as well as all the production stages of different types of bricks and tiles. Its objective is to showcase the historical identity of the town of Volos and to contribute to the preservation and promotion of its industrial heritage. Part of the erected complex are old corridors- dryers where bricks and tiles were stored to expel moisture before baking. In these three areas we are attempting to design our proposal.
 

The idea

The main idea focuses on designing and proposing three different installations, one for each corridor using mixed means (physical and digital), while retaining a single thematic. Aiming for a narrative that focuses on the social implications of history, and being inspired by the linearity of the design point, the displacement, the flow of human life and the forcible conversion or interruption of the course we form the conceptual approach of the proposal. At the same time, we take into consideration the materiality of the space and the layout of the bricks which is reflected in our design methods.

 

Bearing in mind the history of the Tsalapata building complex, one of the corridors focuses on the relocation of refugee populations to Volos in the early 20th century. The factory was operating synchronously, enabling refugees of Asia Minor to work and providing them with materials for the construction of new homes. Therefore, the first course is a narrative walk in the neighborhoods of Nea Ionia of Volos. As the visitor passes through photographs and written testimonies is consistently constituting the first of the exhibition's flows.

 

Meanwhile, we attempt a second interpretation of the flow to the central corridor reviving to visitors memories the course of death of Jewish populations during World War II. The second corridor simulates a course with an unclear, inevitable destination, emphasising on the forced path to death and the violent interruption of the flow of life. Occasioned by the corridor's brick structure and in particular the presence of the Hoffmann oven, we propose an audiovisual environment, so as the visitor can experience the course by creating associations.

 

To the third and final corridor, the audience face the migratory flows in the modern era, the closed borders that hinder the continuity of a course and the forced change of course. Using ceiling projectors, the visitor follows the human flows of refugees.

 

 

 

 

 

The installations

The design approach is different for each corridor aiming for mixed phygital (physical and digital) environments that can produce a combined unified experience.

 

Corridor I

Refugees of Asia Minor to Nea Ionia


The exhibition's subjects are photographs and auditory narratives of refugees themselves, concerning their housing to the neighborhood of Nea Ionia, Volos. The audiovisual witnesses record is granted by the team of Audiovisual Archive of Testimonies, Department of the Laboratory of Social Anthropology, University of Thessaly.12

The main goal is to design a linear narrative of the refugees' neighborhood. The visitor walks across the brick walls on which we set three rows of information. One series consists of photographs depicting the refugees themselves and their residence. Due to the walls structure we install double rails in the recesses, placing the refugees portraits on the front layer, and their housing photographs to the back. The audience can either reveal or hide the back level of information during their walk. A similar set of information is found at a lower level. Likewise, running message boards are placed in the recess formed by the series of the wall bricks. The texts consist of recorded testimonies of refugees, mainly narratives of their daily lives. Thus, the visitor, working cooperatively and combining the individual elements of information, forms narrative scenarios for the refugee life of Nea Ionia neighborhood.

 

 

 

 

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Perspective view of Corridor I

 

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Corridor II

Jewish victims during World War II

 

Our effort focuses on designing a sound atmosphere to stimulate the visitor's curiosity. To accomplish this idea, along with serving the fundamental meaning of this installation we choose to let a one-way entrance by sealing the door on the end of the dryer. At the end of the corridor, we place thirteen rows of bricks, with an oven door placed above them, referring to the Nazi extermination camps and the use of Hoffmann' s oven back to the time where Nazi troops prosecuted the Jewish population of Volos. On the roof of the corridor, at a distance of 3.5 meters from its end, we place a sound spotlight that displays a loop of two audio files; A sound effect that reminds of a closing metal door and an audio record of the Nuremberg trials.

 

The selected spotlight enables the sound to be heard clearly within a circle of 1.5 meters (in diameter) and diffused within a larger circle of 4 meters (in diameter). The lighting is minimal; a small headlight, next to the sound spotlight, illuminates the brick structure and the door. Entering this corridor, the visitor finds himself into a dark dryer hearing a mumble- like sound. Crossing about two-thirds of the distance, he hears the audio documents blurry until he reaches the headlight and realises the connection of visual and audio information.

 

 

 

 

Perspective view and sound effect of Corridor II

 

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Corridor III

The migratory flows

 

Following the main subject of flow, we finally attempt to design an installation about the closed borders that disrupt migratory flows, setting the discussion for the present. Thirty-one rows of bricks creating a wall of 1.80 meters high are placed in the middle of the corridor. The brick structure is perforated , but still operates as a border that divides the corridor into two sides. At the same time,a total of six ceiling projectors are displaying an image on the dryer's floor. The projection constitutes of immigrants' photographs and likens the constant movement of human flows. The corridor is left to be accessible from both sides, making the placed brick structure in its middle a physical border for the visitors, allowing them to see through the bricks' gaps the continuity of the corridor, but still realizing the inability to reach the other side. During this experience, the viewers themselves become the canvas of the migratory flows projection, as they interrupt, with their body, the signal of the projector on the floor.

 

 

 

 

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Floor projection

 

Perspective view of Corridor III

 

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Carton boxes alignments

 

b | The network of city's vacant stores

 

 

 

 

 

 

 

The area

On the main streets of Volos, fifteen unused stores were identified and registered on the ground floor of the building blocks.

 

The idea

Aimed at extending museum experience to the urban network, we apply ephemeral installations to trigger passengers' sensory means. By categorising the received information into visual, auditory and tactile, each store is called upon to stimulate one of these senses.

Works or objects of art that move us are multifaceted; they have numerous and perhaps endless layers of meaning that overlap and interweave, and that change as we change our angle of observation. 13

 

Isolating each sensation becomes an attempt to compensate. The visitor is invited to each installation to receive each information differently, visually, audibly or tactically and to collect different kinds of narratives. Due to the vacant stores, the thought of moving and the concept of ephemeral, we propose the cardboard box as a unit capable of producing lightweight, removable structures that could be remodeled depending on the needs of each space. In each case the carton box is considered as either a surface or a three-dimensional object.

 

 

 

 

The installations

Three typical stores were selected for designing three exemplary layouts of boxes, so that each can serve as a template for the rest of the stores.

 

Store of tactile information

The floor plan is almost square with a pillar featuring in its center. The cardboard boxes are placed on the pillar's periphery, serving either as base, or containers of the tactile information. The tactile sense is activated by exploring the interior of each box which is lined with different textures and materials. Entering the store, the visitor follows a circular path around the pillar and palms all the boxes back to the exit.

 

Store of auditory information

The proposed design is a mirror- like pattern. Some of the inner boxes contain speakers that produce audio information composed of city's natural sounds and narratives.

 

 

Store of visual information

The boxes are placed along the store window forming a collage of written and photographic documents of the city. The linear continuity of visual information is interrupted by some open boxes, on which small tablets are mounted playing videos coming from the interaction of the audience with the sensory information of the stores. The store remains closed to the public, so as to highlight the shop window.

 

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c | The network of complementary buildings

 

Yellow Warehouse

 

The Old Electrical Factory

 

University of Thessaly Central Library

 

Municipal Conservatory of Volos

 

The Municipal Center for Historιcal Research and Documentation

 

Spirer building

 

Cultural Center of Nea Ionia

 

Matsagos cigarette industry

 

Clinker silo

 

Tsikriki Building, University of Thessaly

 

 

 

 

 

 

 

 

 

Each QR code reveals a different kind of information, either oral either visual.

 

The idea

Aiming at extending the museum experience and connecting it to different parts of the city, the design proposal incorporates industrial buildings as well as those of cultural substance which form an integral part of Volos history. They are added as yet another network of museum narratives as they reflect the city's past to its current image. Exploiting these buildings facades we place banners with QR codes, so as to invite citizens to visit the building itself or to seek information about it and finally take part in the museum's experience. Imitating the tripartite compose of a chimera, each poster features three different QR codes, which iclude infotainment about the city's museums collections.

 

The application

 


The purpose of the application is to connect all the components of the project in an interactive way. By enabling the users to create a personalised exhibit, they take over the role of curator exploring the museums narratives. The user scans a QR code and downloads the mobile application.

 

There are four given options: 1. create your own chimera, 2. explore the urban networks, 3. view past data collection created by previous users, 4. allow the app to generate a random chimera and a path to explore (FEEL LUCKY).

(*The screenshots below are either in English or in Greek version.)

 

arxiki.jpg
MAKEYOURCHIMERA.jpg
environment.jpg

1. Create your own chimera

The chimera is created using a database of museums exhibits and archives. These are categorised into three thematic sections regarding their content: archaeology, society, environment. Each of these exhibits is accompanied by additional information, visual, auditory or tactile. The user is asked to select a file from each section to create a three-part chimera. Each new chimera, 1) forms a path that unites the museums that host the selected exhibits, the vacant stores that are associated with the accompanying types of information, and 2) incorporates to its path other networks nodes of the proposal. Finally, the user can share his/ her chimera along with its path and contribute to the creation of the chimera file.

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ixitiko.jpg
kefaliafi.jpg

Screenshots from the mode 1

 

2. explore the urban networks

Each path presented on the maps is a separate proposal's network, different in color. By selecting each node the app displays  the necessary info about the chosen place. The app enables each network to be displayed separately, as well as all together at the same time, so that the user knows all the options he can explore, depending on his location.

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diktya.png
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Screenshots from the mode 2

 

3. The data collection

The data collection includes all of the reported user-generated chimeras along with the produced paths. It acts as a digital exhibition of personalised chimeric scenarios.

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Screenshots from the mode 3

 

Screenshots from the mode 4

 

d | The network of inactive telephone booths

The booths were located on or near the tracks connecting the museums of Volos. All mapped telephone booths are inactive.

 

The idea

Phone booths are an existing city's layer that has lost its role and remains untapped. Due to their frequency of occurrence they were selected as ready structures that are already integrated into the city network and can accommodate information. The goal is to stimulate curiosity and attract the interest of pedestrians, engaging them in the city's museum experience.

 

The installation

We set a kind of windshield on the top of each chamber which acts as a marker to the pedestrians eyes. Approaching the booth, the pedestrians can hear audio information, read old newspaper excerpts or past advertisements. This network acts additively to the composition of the chimeric scenario.

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Storyboard

 

 

 

 

 

 

 

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Download the CHIMERAS app

 

Hear a message from a telephone booth

 

Walk on the streets of Volos

 

Use the app to scan the QR codes

 

A QR code is on the  booth

 

Approach the booth...

 

Watch the QR poster on an industrial building

 

Continue walking...

 

Approach the store window

 

Visit a vacant store of visual information

 

See a collage of city's old photos

 

You can continue your journey using the app to explore the entire CHIMERAS project and visit the museum installations or keep walking on the streets

 

Conclusion

In a nutshell, the investigation of the perspectives of a direct interaction among the public, the museums and the city itself lies in the focus of this proposal. The CHIMERAS thesis does not target the provision of a unique solution to a problem, but rather the experimental redefinition of the museum as an establishment. Meaning to remain an open to research quest, every specific part of this proposal as well as the overall output aim at dealing with the issue of perspectives offered by the fresh outlook towards the museums. Both the initial and ongoing objectives have been the triggering of a constructive dialogue on the expansion of the museum experience in the contemporary times. The interaction among the museum, the public, the city and the digitalisation process needs to be redefined. Each of the constituents may function independently, but when contrasted or combined they render themselves to the production of narratives leading to a new urban contract.

References

1  Walter Grasskamp, The Book on the Floor: André Malraux and the Imaginary Museum. Getty Research Institute, 2016

2  Edward Porter Alexander, Mary Alexander, Museums in motion : an introduction to the history and fuctions of museums. Rowman & Littlefield, 2008

3  Wikipedia, Museum, https://en.wikipedia.org/wiki/Museum

4  Michel Foucault, Des espaces autres (conférence au Cercle d'études architecturales, 14 mars 1967), in Architecture, Mouvement, Continuité, n°5,

octobre 1984, pp. 46-49, Dits et écrits II, 1976-1988, Quarto Gallimard, 1984

5  Ioulia Pentazou, Designing digital exhibits on the history of the city of Volos: digital design as theory and practice, Dissertation Thesis,

https://www.didaktorika.gr/eadd/handle/10442/37535, University of Thessaly, 2016

6  Kenderdine S., How will museums of the future look?, https://www.youtube.com/watch?v=VXhtwFCA_Kc. TEDxGateway 2013

7 Turic Srna,memoMAPP_Museum Clusters ICT: New digital and interactive spaces for new museum clusters, 2016

8 Wikipedia, Chimera, https://en.wikipedia.org/wiki/Chimera

9 Museum of the City of Volos, http://www.diki.gr/EN/m2.htm

10 Stratigraphy (archaeology), https://en.wikipedia.org/wiki/Stratigraphy_(archaeology)

11 Manolis Patiniotis, Stratigraphy, https://digiscapes.org/2017/07/08/στρωματογραφία/ , posted on Digital Landscapes, 2017

12 Department of History, Archaeology and Social Anthropology, Audiovisual Archive of Testimonies, http://www.ha.uth.gr/index.php?page=oral-archive

13 Peter Zumthor, Thinking Architecture, https://www.strumberger.ro/thinking-architecture.pdf . BirkHäuser, 2010, p. 29

 

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