Digital sensing and knowledge-makingThese representations of touch, or some other sensing, do not always directly allude to known physical sensations.
When 'breath' is referenced, for example, the 3D model directly engages with physical rhythms, becoming a form of what Laura Marks called 'haptic visuality' (Marks, 2000).
However, in many cases movement or interaction with the objects (zooming in, rotating, overlapping etc) are disconnected with directly embodied sensing. The 3D scans of the real museum artefacts 'invading' the 3D models of the display cases allude to a different kind of experience: that of early games glitches, where the player can get 'stuck' in textures. Such glitches are not neutral technical errors. They are
experiences: disturbing, funny, uncanny, annoying. Even if such collisions of 3D shapes do not refer to an
embodied sense of weight, they allude to
lived sensations. That moment of getting trapped wasn’t just a bug — it was a rupture in
the contract of spatial logic.
You were no longer “playing the game” — you were
exiled from it, but still inside.
'Being stuck' here, in the context of neither digital-nor physical museums, is being stuck between various regimes of production of 'museumness', where museum logic (predictable, buildable) meets machine vision logic (statistically valid, haunted, prone to failure).
Knowledge-making is 'stuck' in the structural parts of the museum: both physical and digital.