|
CIHA London 2000.
Thirtieth International
Congress of the History of Art
Art History for the
Millenium: Time.
Section
23
Digital
Art History
Time
London, 3-8 September
2000
|
|
Michael Greenhalgh <Michael.Greenhalgh@anu.edu.au>,
Fowler Hamilton Research Fellow, Christ
Church Oxford, and The Sir William Dobell Professor of
Art History, Department of Art History & Visual Studies, AD Hope
Building, Australian National University, Acton, Canberra ACT 0200
Australia. ArtServe.
Teaching and Learning Art History
using the Web
©
each author has full responsibility in owning copyright on the
texts and on the images they publish on this
website
Introduction
The aim of this paper is to promote and
illustrate with concrete examples the advantages of the web as the
only efficient way of offering course materials to a student
population whose work practices differ greatly; to insist that
lecturers must fully understand the technology in order to commission
innovative applications and them to apply them in suitable ways; and
to argue for greater co-operation (especially with image-banks) in
this age of connectivity. It relates to the central theme of
Digital Art Time in that it directly addresses teaching,
learning and publishing; and research tangentially - since we must
research ways of presenting digital learning materials more
effectively if the discipline is to prosper under continuing funding
and staffing restraints. In other words, it is a practical
paper relating my experiences over the past four years in using image
databases in many of my taught Art History units, and lecturing from
web images as well (using a feed to video projectors in the lecture
theatre). The paper touches on the pluses and minuses of such online
units from the pedagogical point of view, and also on updating, unit
management, and financial and quality issues. It concludes with a
look at the likely future, with wearable and palmtop computers
capable of virtual reality providing new study scenarios which, using
wireless modems, may well free the user from a complicated university
network infrastructure.
Rationale for using Computers in Art
History
The point of using digital media and then
broadcasting them using the web is to give students access to an
environment richer than that of a darkened room with one/two slide
projectors, where the images shown are of similar dimensions no
matter what their real-world size.
Digital materials are the way forward because
they:
- digital images offer non-degradable,
increasingly decent quality; they can be copied, amended overlaid
with text, cut into useful sections, etc;
- allow individual artworks to be given
context;
- offer through properly designed pages and
database front-ends far greater quantities of information about
artworks than any 35mm slide can bear; and - if we got our act
together - this could be in some standard format similar to the
MARC etc rules for cataloguing books. Full information - the
result of network-wide cooperation? - could then be extracted via
databases. Simple to say quickly - so why isn't it
happening?
- extend students' horizons: the aim of
employing as many media as are reasonable (multiple media are
possible: sound, video, constructed worlds) is to make a poor
substitute to "being there" - but a better one than slides, or
photographs in books, can offer; we do not throw out old ways of
learning, but enrich them: image copyright problems exist only
with 20thC work (although access problems exist for all periods);
many out-of-copyright texts are available for reproduction, and
large banks of standard "classics" are already online;
- supplement the printed book and are often
more convenient, especially for art-historians, because they offer
multimedia possibilities, at the very least integrating text with
images from databases; see my High
Renaissance web-based unit;
- can sometimes help re-integrate art in
its context; see my VRML
model of Borobudur;
- in association with email and
listserv-type code, offer the only sane way of administering
courses, offering visual tests, returning marks, etc;
- can be "layered" to address different
levels of knowledge, but if necessary always using the same
reservoir of images;
- in contrast, slides presage problems and
costs in labelling, curating, filing, breaking, losing; their
colours are fugitive, and a replacement policy (unnecessary with
digital images) is advisable. Again, digital images can be
"posted" much more easily than physical slides; so the age of
every Art History Department having a Slide Library should be
nearly past, because there is no longer any need to look after
objects which exist in the one location in only one
copy;
What is right/wrong with the web for
teaching/learning?
If the attractions offered by digital media
are persuasive, may we say the same about the web? Thanks to
increasingly cheap machines and storage, ever-faster networks, and
24-hour availability, this has certainly been one of the important
innovations of the past few years, and there can be no university
that is not using it and contemplating ways both to fulfil its
mission by so doing and (vain hope?) to save money in the process.
But the fact that this section is not integrated with the previous
one underlines the fact that using the web is not a precondition of
going digital. However, at the moment the web, in spite of the snags
listed below, seems the best vehicle for learning materials, at the
very least because it provides a basic lingua franca to which
increasing numbers of people have access - and much of the technology
is in the public domain.
The web is:
- powerful but fragmented: we need better
catalogues. Where, for example, should I go to find a complete,
illustrated digital catalogue of the works of Raphael or JL David?
We can look up the holdings of specific museums; but the web
should be an agent for synergy - not
fragmentation;
- well-patronised but offering a lot of
garbage (self-publishing means academic standards - if any - are
self-imposed), all of which needs to be weeded out by
sophisticated search-engines; nevertheless, such engines can only
work if the basic structure of web pages is improved. HTML is too
easy to write badly, and insufficiently structured; it works
without many visible standards;
- expense is the key: it is expensive to
implement standards; and just as it is cheap and quick to mount
rubbish, so it is expensive to write proper catalogue
entries;
- fugitive: it is easy to mount and change
material - a flexibility which has its down side: the web needs to
impose concepts of timeliness and out-of-dateness; and who will
maintain suites of pages in 50 years time, after the death of the
server or even its owner?
- democratic but crowded: we need dedicated
academic networks with reliable transmission speeds - the more so
if video and audio are to become widely used media in
academia;
- anarchic: this has helped the vitality
and rapid development of the web - but anarchy militates against
collaboration, and we cannot build Virtual Art History without an
acknowldged lead of some sort (such as cataloguing and
page-writing standards);
Art Historians using the web
should:
- develop an understanding of the
technologies they wish to use. They cannot even specify, let alone
control, what programs and programmers can offer them if they do
not understand the potential and the drawbacks of the various
technologies;
- promote inter-university cooperation as
the only possible use of scarce resources, which shouldn in any
case go as much as possible on staff;
- use the web as the cheapest efficient
path to flexible learning: getting caught up in various
proprietary technologies, especially those which work on only one
platform, is unnecessarily restrictive, and can be a waste of
resources;
- evolve programs which make student use of
the web a viable alternative to 35mm slides, providing not only
flexible databases, but quiz setups; at the same time we should be
careful to make clear that bookss are unlikely to be replaced by
the web very soon, if ever - that is, to demonstrate that the web
should be used
But does the Web work as a learning
Medium?
I can illustrate such points by reference to
ArtServe,
a machine running Linux which concentrates on the Art of the
Mediterranean basin, contains over 130,000 images (i.e. circa
48Gb of material), and takes an average of about 90,000 hits per day.
It offers programs written in-house for the bulk-processing of
digital images, and their regimentation via databases into HTML
pages, for example using:
- rdbweb: allows the user to view a
set of thumbnail images on HTML pages, and provide data records
for them by typing the details into a web browser; in other words,
as the name implies, it is a relational database front-end where
the cataloguing is done directly into an HTML form and - such is
the nature of the web - where the cataloguer need be nowhere near
the stored images;
- salami: takes a data file for an
image database, and slices up the records into HTML web pages of
any length, with any number of images per row and per column,
together with indexes, and previous-next hotlinks. The big images
are accessed by clicking on the displayed small
thumbnails;
- illuminate: takes a text-file with
references to images, and produces almost-elegant HTML pages with
the images displayed as clickable thumbnails, wrapped in a tabular
format containing any or all fields from the data
record;
- light-table: allows the user to
interrogate an image database over the web and, from the images
viewed, select and rearrange chosen images for dumping into a HTML
page. This is useful for live lecturing over a video feed; for
private study, or for printing to paper;
- quiz allows students to test
themselves on multiple-choice image materials from a variety of
databases stored on the server;
Technologies for Learning Art
History
If using computers for digital imagery is a
good idea, and employing the web as the most convenient distribution
medium, then what kinds of solutions of use to Art Historians may be
employed? These may be listed as follows, from the simple to the more
complicated:
- Simple web pages with thumbnail images
(click on the thumbnail: this brings up the larger version), such
as my rubens'
home page; where money has been
available, such images will be accompanied by database details,
sometimes encapsulated in smart tables;
- Even video images can be used because, in
spite of their low resolution, the amazing zoom capabilities of
digital video cameras (up to 20x manual and yet more digital is
the norm) and their extraordinary light-gathering ability allow
the photographing of distant objects high-up in gloomy churches -
in those instances where even a bad image is better than no image,
as in these examples from Toro;
- web multimedia are the key; and use
browsers to access CDROMs;
- there are drawbacks to using both video
and audio - large file sizes, and very large file sizes and
transmission problems if bigger than postage-stamp video is
required;
- simple images can be extended by the use
of panoramas, because they are simple to construct, and give added
context; although narrower panoramas are often adequate, 360
degrees is almost like "being there". Hotspots can be added to
panoramas which give links to text, other images, or other web
sites. Again, panoramas may be linked together, allowing the user
to move from one space into other spaces, and back again - i.e. to
take a virtual tour. Indeed, various other bells and whistles can
be added for web use;
- stereo imagery: needing red-blue glasses,
stereo offers a more "realistic" view of three-dimensional objects
such as sculptured capitals - although the usual "bleaching"
effect means that it is not of much use where accurate colour
rendition is required;
- constructed worlds using languages such
as VRML: these "worlds" can be complicated, as seen in these views
of my Borobudur Project mentioned above;
- presentations incorporating several of
the above technologies;
Of all these techniques, panoramas are the
easiest to construct (in both time spent and skill required), and
they can be divided into several types including:
- simple image-strips, offering a
wide-angle view of a scene;
- zoomable images, so that the user may
move closer to the items in the panorama, and examine them
closely;
- panoramas with links, so that objects in
panoramas can be linked to HTML targets such as images, video, or
other web links; by extension, one panorama can be linked to
others, offering the ability to move through a sequence of
panoramic spaces;
- large panoramas - over one megabyte - can
be impressive - if you have a powerful enough machine, a fast
network, and if you don't mind the time spent loading;
- panoramas (essentially imagemaps) are
usually horizontal, but may also be constructed vertically, very
usefully allowing whole wall sections of buildings to be imaged
and hotspotted;
What is virtual reality?
The use of a computer to construct a version
of the world we see with our eyes. We can interact with this world by
giving directions to the software to move, pan and zoom the scenes.
Uses include education, process control, training (e.g. for surgery,
piloting, firefighting).
Advantages: sense of "being there";
real-time adaptation when necessary; the foundation for hotspotting
to extend the learning experience;
Disadvantages: difficult and expensive
to construct and display properly; uses expensive computer resources,
or takes a lot of time and patience to construct; in the
future: the disappearance of small computer monitors in favour of
wall-sized displays much nearer the scale of the buildings
represented;
The Classroom/Student of the
Future
Here are some predictions based on several
years experience of using computers, the net and now the web as
teaching and learning tools:
- classrooms will probably survive, because
people need people;
- small portable computers with video,
audio etc, and used for uploading material from the web or a
bancomat-type machine;
- lectures delivered using digital images
pulled from the web and video-projected into the lecture theatre
(as I have been doing for three years);
- students issued with CDROMs of course
images, and initial unit documentation; the web is the noticeboard
for all augmentations, changes, updates;
- programs which check that essays have not
been downloaded from the web;
- seminar presentations mounted in advance
as web pages;
- theses presented on CDROM with multimedia
where appropriate (NB I have a 1994 Geology PhD from Stanford
submitted this way;
- computer monitors quaint and exclusive,
very like the standard "renaissance window"; replaced by wall-size
right-angled screens offering virtual reality, it is possible that
VRML and associated technologies will indeed win in the classroom.
always assuming they become much easier to build and "fit out"
with hotspots and links;
- stereo glasses for the study of
sculpture, bas-relief and architecture? after all, the Walkman
looked funny when introduced;
- conceivably, robot cameras at important
sites, controlled from the lectern or by individual
students;
Some useful links, including 3D
projects
- The Web 3D
Consortium;
- The
VRML Repository;
- Software to make 3D models from
photographs:
- PhotoBuilder;
- Photomodeller,
and examples;
- ShapeCapture;
- Canoma,
with examples of some Canoma models;
- 3D models from measured drawings with
photographs added: Borobudur;
- "Easy" technique: Reconstruction
from uncalibrated photographs:
the full paper is here;
- An archaeological site reconstructed
using VRML: Virtual
Sagalassos;
- stereoscopic photography:
anaglyphic
stereo imaging;
- software for making panoramas:
Ulead
Cool 360; PhotoVista;
- stitched panoramas:
Piazza
del Popolo or Castel
Sant' Angelo;
Research links in 3D modelling:
- Web
graphics: the way forward (VVECC);
- Augmented
reality and wearable computing (VVECC);
- augmented-reality.org;
- List
of Augmented reality projects & events
(Sony);
- Graphics
conferences this year;
- A.
Zimmerman: VR models from image sequences
and Automatic
extraction of buldings from image
seqauences;
- Internet
Archaeology (refereed online journal;
- Glasgow's
Humanities Advanced Technology & Information Institute:
Digital Environments, Design Heritage and Architecture (CHArt
99);
- Virtual
Worlds in Archaeology Initiative;
- UCLA
Cultural VR Lab;
- Bologna
NUME Project;
- Vision
Science (Internet resources);
- List
of computer vision and robotics sites;
Abstract
Aims:
To promote (and illustrate with concrete examples I use everyday)
the advantages of the web as the only efficient way of offering
course materials to a student population whose work practices differ
greatly; to insist that lecturers must fully understand the
technology in order to commission innovative applications and them to
apply them in suitable ways; and to argue for greater co-operation
(especially with image-banks) in an age of decreasing funding.
Summary Description:
A practical paper relating my experiences over the past four years
in using image databases in many of my taught Art History units, and
lecturing from web images as well (using a feed to video projectors
in the lecture theatre). The paper discusses the pluses and minuses
of such online units from thepedagogical point of view, and also
deals with updating, unit management, and financial and quality
issues. It concludes with a look at the likely future, with wearable
and palmtop computers capable of virtual reality providing new study
scenarios which, using wireless modems, may well free the user from a
complicated university network infrastructure.
Central Arguments:
Art Historians should:
- develop an understanding of the technologies they wish to
use;
- promote inter-university cooperation as the only possible use
of scarce resources;
- use the web as the cheapest efficient path to flexible
learning; and
- evolve programs which make student use of the web a viable
alternative to 35mm slides;
Digital materials:
- supplement the printed book and are often more convenient,
especially for art-historians, because they offer multimedia
possibilities, at the very least integrating text with images from
databases; see my High
Renaissance web-based unit;
- can sometimes help re-integrate art in its context; see my
VRML model of
Borobudur;
- in association with email and listserv-type code, offer the
only sane way of administering courses, offering visual tests,
returning marks, etc; and
- can be "layered" to address different levels of
knowledge.
I shall illustrate my paper by reference to Artserve,
a 30Gb machine running Linux which concentrates on the Art of the
Mediterranean basin, contains over 80,000 images, and takes about
50,000 hits per day. It offers programs written in-house for the
bulk-processing of digital images, and their regimentation via
databases into HTML pages, for example using:
- Rdbweb: allows the user to view a set of thumbnail
images on HTML pages, and provide data records for them by typing
the details into a web browser; here is a web page showing the
cataloguing of Piranesi
prints in progress: the four images at the top have been
catalogued, the one in the middle is the current target, and the
four at the bottom are next. Type-in boxes and pull-down lists
offer two ways of populating the data record;
- Salami: takes a data file for an image database, and
slices up the records into HTML web pages of any length, together
with indexes, and previous-next hotlinks. The big images are
accessed by clicking on the displayed small thumbnails; a sample
is here;
- Illuminate: takes a text-file with references to
images, and produces almost-elegant HTML pages with the images
displayed as clickable thumbnail, wrapped in a tabular format
containing any or all fields from the data record; a sample of the
output, from The Borobudur project, is here;
- Light-Table: allows the user to interrogate an image
database over the web and, from the images viewed, select and
rearrange chosen images for dumping into a HTML page. useful for
live lecturing over a video feed; for private study, or for
printing to paper; a sample is here;
and
- Quiz,
which allows students to test themselves on multiple-choice
image materials;
Relation to the Themes of this Section:
directly addresses teaching, learning and publishing; and research
tangentially, since we must research ways of presenting digital
learning materials more effectively if the discipline is to prosper
iunder continuing funding and staffing restraints.
Art History Webmasters
ASSOCIATION des webmestres en histoire de l'art
Research and Communication Tools in Art History
Outils de recherche
et de communication en histoire de
l'art
Since November 14, 1997.
Depuis le 14 novembre 1997.

