Part 1
Before classes began this August, I got together with a number of my friends, and we discussed the courses that we would were taking this semester. When I spoke about this class, a good friend of mine laughed and jeeringly remarked that come the end of the semester I would walk away with only useless information on the history of the punch card and a few vague facts about the life of Alan Turing. However, after attending last week’s sessions, I learned that my cynical friend could not have been farther from the truth. While I cannot argue that its start may have been quite dry, digital history tells the stories of countless imaginative and innovative people, who challenged the very nature of information as it had come to be understood by everyone prior to them. Author Jorge Luis Borges envisioned stories that extended beyond the pages of books and empowered readers to become an actors in their own stories; and Ted Nelson, possibly inspired by Borges’ vision of a new, freer style of information, went on to develop Project Xanadu, a program that would allow readers the ability to navigate electronic documents along paths they themselves had chosen. Although they do not appear shocking to someone living in the 21st century, when placed in the context of our informational past, these ideas were revolutionary and continue to influence the ways in which we approach the digital world. While I’m unsure as to whether or not these topics will be covered in the course, I’m hoping to take a closer look at Borges and Nelson’s philosophies as well as the long-term transition from using information technology as a tool to organize people (i.e. punch cards) towards its use today as a cross-cultural media and information sharing platform.
Part 2
The digital project assigned to me is entitled, “The Lost Museum”. It digitally reconstructs Barnum’s American Museum through a virtual exhibit that incorporates 3D imaging and multimedia narratives in the form of hyperlinks scattered throughout the museum’s interior and digital imaging. The sources used in this project include posters, documents, and digital reconstructions of artifacts found within the museum prior to its eventual collapse. As mentioned earlier, the sources used in this project were processed as historical sites or digital images. These processed sources are scattered throughout a digital reconstruction of the museum’s interior, and online visitors may explore them as they see fit. Although it does an excellent job of reconstructing the museum, the project makes it difficult for a visitor to explore its contents. Perhaps the use of virtual reality equipment and software would solve this problem. However, placing this criticism aside, the project captivates its audience and provides them with a true 19th century museum experience, one unimaginable without the use of digital technology.