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Decolonising the BBC Radio Archive: Challenges, Opportunities, Ethics of Care and Access
Focusing on the project Whose Voice? Whose Story? BBC radio news and the language of race in post-WWII Britain, this article explores the opportunities and challenges of working with a digitised archive of radio news scripts for Home Service/Radio Four. The project’s aims have been to explore the language used to report on the Black-British experience in BBC radio news; to produce podcasts whereby different generations of the public from African and Caribbean backgrounds speak back to the BBC’s reporting; to create an online resource that offers a collaborative approach to engaging a wider public with broadcast archives. We have applied decolonising methodologies, using concepts such as the ‘living archive’, ‘clapping back’ and ‘design justice’, to research, interpret and make this archive widely available. However, our work has been met with challenges, namely the BBC’s institutional silence and inertia; lack of funding within academia, and its reliance on outdated technologies
Drawing from the Archives: Comics Memory in the Contemporary Graphic Novel
Book review of: Benoît Crucifix, Drawing from the Archives: Comics Memory in the Contemporary Graphic Novel (Cambridge University Press, 2023), 288 pp., ISBN 9781009250931
Migration in Media Histories
This special issue of TMG – Journal for Media History aims to historicize the entanglement of media and migration. Encompassing a wide range of experiences of human mobility, including labour migration, postcolonial migration, refugee conditions, exile, and diaspora, regimes of representation, in/visibility, and audibility, media have been central in the framing of migration as problem, threat, crisis or emergency. Yet (digital) media have also been essential in terms of cultural imagination, and the shared and connected imaginations of diaspora communities. Moving beyond the persistent ahistorical rhetoric of ‘crisis’ and ‘emergency’, the selection of theme articles presented here acknowledge and foreground the temporal and historical dimensions of migration as a deeply mediatized phenomenon, an experience, and a process
A Conditional Welcome: Early Dutch Television and the Affective Terms of Postcolonial Inclusion
This article examines how early Dutch public television in the post-World War II era mediated the repatriation of Indo-Dutch and Moluccan migrants, bringing together the intertwined histories of media and migration as television emerged as a central cultural institution. Analysing broadcasts from the 1950s and 1960s, it argues that early television did not simply document migration but actively shaped the emotional and political terms under which repatriates were permitted to belong. In the 1950s, news and current-affairs programs framed repatriation as a national success story that foregrounded Dutch benevolence while rendering repatriates visible yet voiceless. These broadcasts positioned them as ‘others’ whose inclusion remained conditional within the moral economy of postwar reconstruction. In the 1960s, new genres introduced interviews and testimonies that brought experiences of displacement, racism, and marginalisation into public view, forming a critical counter-discourse, though defensive narratives persisted. Drawing on Sara Ahmed’s theories of hospitality and affect, the article shows how early television negotiated the limits of Dutch postcolonial inclusion and shaped the cultural memory of repatriation
Creating meaningful interactions with cultural heritage in immersive environments
Imagine a museum or archive without physical limits, audiences engaging with artifacts without the risk of damaging them, a collection that feels both living and boundless. This is the potential of eXtended Reality (XR). Does this opportunity excite you? Or are you feeling skeptical? Perhaps you’re still wondering: What exactly is XR? We hear you, and that’s why we put together a guide in which we discuss the opportunities, challenges, and practical barriers for bringing XR into cultural heritage spaces: “Creating meaningful interactions with cultural heritage in immersive environments”
COLLECT*MAKE*SHARE #4
COLLECT*MAKE*SHARE biedt ruimte aan makers om zich te laten inspireren door archiefmateriaal en dit door experimenten met grafische technieken eigen te maken. Het werkproces van elke maker wordt vastgelegd in een zine, bestaande uit visuele essays, schetsen en reflecties op het collectiemateriaal van Beeld & Geluid. Zo geven de zines een inkijk in beeldend onderzoek met archiefmateriaal als vertrekpunt.
Editie #4 werkt voor het eerst met een thema, namelijk queer (re)presentatie. Een archief wordt vaak geassocieerd met een passief wezen wat objectief verslaglegging doet van de tijd. Maar in hoeverre is de LHBTIQA+ gemeenschap vertegenwoordigd in het grootste media-archief van Nederland? Welke verhalen worden er verteld? En door wie? Door hiaten en onder/misrepresentatie te erkennen, benoemen en hierop te reageren is het mogelijk om ons collectieve geheugen te bevragen en een vollediger beeld te schetsen. Vier queer beeldmakers delen via hun artistieke praktijk hun inzichten en verrassende ontdekkingen
Films als linked-open-data
Nederlands Instituut voor Beeld & Geluid beheerde het afgelopen decennium het Amateurfilm
Platform, een online verzameling van zo’n 8000 amateurfilms die veelal een blik boden op
familieaangelegenheden zoals verjaardagen, vakanties en bruiloften. Eind 2023 werd dit platform
opgeheven aangezien de technische infrastructuur een flinke update behoefde en een
gedistribueerd netwerk van films als linked-open-data in potentie beter aansluit bij de Nationale
Strategie Digitaal Erfgoed.
Met deze haalbaarheidsstudie is in kaart gebracht in hoeverre deelnemers aan het Amateurfilm
Platform en andere erfgoedinstellingen met audiovisuele collecties in staat zijn om filmcollecties
volgens de principes van de Nationale Strategie Digitaal Erfgoed te verbinden en te ontsluiten.
Hierbij is vooral gekeken naar de mogelijkheden die de organisaties hebben op het gebied van
linked-open-data en de wijze waarop met deze linked-open-data de onderscheidende meerwaarde
van het voormalig Amateurfilm Platform te waarborgen valt.</p
Visible Sounds, Auditory Images, Haptic Broadcasting: A Para-Tele-Visual Imaginary in German Modernism
This essay examines the avant-garde televisual experiments of the 'G Group' in relation to the sociotechnical imagination of experimental television in German modernism. Inspired by the physiology of synaesthesia and the possibilities of the 'electric eye', or photocell, avant-garde artists working in multiple media experimented with frequencies outside the perceptible spectrum in their attempts to convert light into sound and vice versa. By shifting attention from 'visual music' to 'optical media,' this essay contributes to avant-garde studies, modernism studies, and media archaeology, especially recent scholarship connecting the pre- and post-history of national television broadcasting. The 'para-tele-visual' here complements senses of television as distant vision with that of haptic broadcasting and the creation of visible sounds and auditory images
Working Together for Cultural Heritage - RECHARGE Recommendations for Sustainable Collaboration
This poster summarises a white paper that proposes cultural heritage organisations reassess their core workflows and embrace collaborative practices to continue generating value as well as to improve their ability to capture value for all involved stakeholders. The poster puts forward actionable steps and strategies for how cultural heritage organisations can embrace participation and partnerships
Designing the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage
Motivated to create a children’s VR game for the Netherlands Institute for Sound and Vision (NISV), this research asks how might we design an immersive game for children to meaningfully interact with media and metadata in cultural heritage contexts? First, during a ‘design salon,’ 13 data and heritage experts challenged children’s ability to interact with metadata. In response, we ran workshops with 19 children focused on understanding abstract media and data. We found that while (1) metadata has many challenges, (2) children understand abstract data when it is grounded in concrete experiences, are (3) motivated to interact with archival media through in immersive and collaborative contexts, and (4) are interested in exploring media diversity through categorisation games with high-level narrative goals. These findings inform our game concept and three core insights for designing immersive experiences for cultural heritage: Considering the Contextual Complexity of Data and Audience Needs, Connecting Data Abstractions to Embodied Narratives Through Categorisation Mechanics, and Supporting Abstract Meaning Making Using the Immersive Affordances of VR.</p